BRANCH, 

CALIFORNIA, 


/< 


Digitized  by  the  Internet  Archive 

in  2007  with  funding  from 

Microsoft  Corporation 


http://www.archive.org/details/150gymnasticgame00bostiala 


ONE  HUNDRED  AND  FIFTY 

GYMNASTIC  GAMES 

COMPILED   BY 

THE  FOLLOWING  MEMBERS  OF  THE  ALUMNI  OF  THE 
BOSTON  NORMAL  SCHOOL  OF  GYMNASTICS 

Ethel  Perrin,  '92 
Elizabeth  F.  Gordon,  '91 
Elizabeth  Wright,  '92 
Catharine  L.  Bigelow,  '97 
Edith  T.  Sears,  '98 
Mary  J.  Seely,  '99 

Prepared  for  the  press  by  Carrie  A.  Harper 
/P73S 


BOSTON 
Geo.  H.  Ellis  Co.,  Printers,  272  Congress  Street 

1904 


Copyright  bt 

Thb  Boston  Normal  School  of  Gymnastics 

190* 


o 


5  58 


H>eO(catcO 

TO   THE   MEMORY   OF 

MRS.   MARY  HEMENWAY 


INTRODUCTION 


For  several  years  past,  leaders  in  the  field  of  education 
have  spent  considerable  time  and  energy  in  probing  for 
the  true  nature  of  games  and  plays, —  what  they  are  and 
what  they  mean.  Indeed,  the  psychology  of  physical 
exercise  has  become  a  favorite  topic  of  discussion  among 
school  and  college  authorities.  At  whatever  solution  of 
this  question  the  philosophers  may  have  arrived,  they, 
certainly,  all  agree  that  play  constitutes  a  very  important 
element  in  all  |education,  moral,  mental,  and  even 
physical. 

Considered  from  the  standpoint  of  the  teacher  of  gym- 
nastics, such  games  as  can  be  played  without  much 
special  training  form  a  most  valuable  adjunct  to  the 
formal  exercises  of  the  gymnastic  lesson,  furnishing,  per- 
haps, the  best  means  to  obtain  its  purely  hygienic  effects. 
The  muscular  work,  as  a  rule,  is  of  a  general  character, 
not  very  severe  at  any  one  time,  but  continuous.  It  in- 
volves moderate  contractions,  frequently  repeated,  of 
large  groups  of  muscles,  and  is,  therefore,  conducive  to 
gently  increased  organic  activity  for  longer  periods  than 
is  possible  or  practicable  in  the  well-defined  and  more 


VI 

localized  gymnastic  movements.  At  the  same  time  the 
element  of  voluntary,  concentrated  attention  is  absent, 
the  intrinsic  interest  in  the  game  being  sufficient  to  hold 
the  attention  without  any  effort  on  the  part  of  the  indi- 
vidual. 

Besides  offering  opportunity  for  spontaneous,  joyous 
bodily  activity  and  abandon,  games,  even  more  effectively 
than  gymnastics,  train  quickness  of  perception,  judgment, 
and  decision,  accuracy  of  effort  with  reference  to  external 
objects,  and  a  proper  sense  of  co-operation  with  others ; 
that  is,  of  team  work.  Thus,  while  neither  can  supply 
the  place  of  the  other,  a  judicious  combination  of  formal 
exercises  and  play  will  best  serve  the  interests  of  the 
pupils. 

The  object  of  the  present  book  is  to  furnish  for  the 
use  of  gymnastic  teachers  a  compact  and  practical  col- 
lection of  games.  The  rules  have  therefore  been  stated 
as  simply  as  possible,  and  only  those  games  have  been 
included  which  have  been  actually  tested  and  found 
valuable. 

In  the  preparation  of  the  book  the  alumni  of  the  Bos- 
ton Normal  School  of  Gymnastics  have  actively  co-oper- 
ated by  contributing  and  testing  games,  and  in  other 
ways.     To  them,  accordingly,  thanks  are  especially  due. 


INDEX 

The  games  marked  with  a  star  can  be  played  in  the  school-room. 

Ball  Games  :  PAGB 

•Preliminary  Ball 3 

Ball  Drill 4 

"Double  Pass 5 

Zigzag  Ball 7 

Chase  Ball 9 

•Time  Ball 10 

•Bean  Bags  in  a  Circle 11 

•Teacher  and  Class 12 

•Criss-cross 13 

•End-to-end  Bean  Bag 14 

J^*Circle  Ball 14 

\*Calling  Names 15 

Box  Ball 16 

•Bean  Bag  Target 16 

•Bean  Bag  over  the  Head 17 

Drop  Ball 18 

Variation  :  Catch  Ball 18 

•Dead  Ball 19 

•Guess  Ball  .     .     : 19 

Variations  Ball  Tag 20 

^Stool  Ball 20 

English  Stool  Ball 21 

German  Ball  Game 22 

Target  Ball 23 

Dodge  Ball 24 

Variation  :  Dodge  Ball  with  Time 25 


Vlll 

PAGE 

Lawn  Bowls 25 

Roll  Ball • 26 

Kick -over  Ball 27 

Bound  Ball 28 

Boundary  Ball 29 

Hand  Foot-ball 30 

One-legged  Foot-ball 30 

Corner  Ball 31 

♦Centre  Base 32 

Centre  Stride  Ball 33 

Medicine  Ball 34 

Variation :  Arch  Ball 35 

Touch  Ball 35 

Variation :  Circle  Catch  Ball 35 

Bpwl  Ball 36 

Bombardment 37 

String  Ball 38 

Pillar  Ball 39 

Flying  Target 41 

Ball  Hit 42 

Ball  Stand 44 

Variation :  Line  Ball  Stand 45 

Mount  Ball 46 

War 47 

Curtain  Ball 49 

Haley  Over 50 

.Volley  Ball 51 

Captain  Ball 53 

Ball  and  Bases 58 

Boston  Ball 59 

Note :  Rules  for  Other  Games 63 

Fist  Ball ;    Wicket  Polo,  or   Pin  Hockey ;   Newcomb ; 

Basket   Ball   for  Women  ;  Tether  Ball ;  Squash   Ball ; 

Field  Hockey. 

Running  Games  : 

*I  Saw 67 

*Drop  the  Handkerchief 67 


IX 

PAGE 

*Herr  Slap  Jack 68 

•Cat  and  Mice  -« 69 

Going  to  Jerusalem 70 

Variations  :  *Going  to  Jerusalem  in  School-room  ...  70 

Going  to  Jerusalem  in  Gymnasium  ...  70 

♦Steps 71 

Variations:  Strike  the  Gong 71 

♦Call  Tag 72 

Blind  Man's  Buff 73 

Still  Pond 74 

French  Blind  Man's  Buff 74 

♦French  Blind  Man's  Buff  in  School-room 75 

♦Blind  Man's  Buff  with  a  Wand 76 

Variation :  Animal  Blind  Man's  Buff 76 

♦Mail  Man 76 

•Tag 77 

Variations :  ♦Secret  Tag 77 

♦Stoop  Tag 77 

Cross  Tag 78 

Iron  Tag 78 

♦Japanese  Tag 78 

♦Clasp  Tag 78 

Eenie,  Weenie,  Coxie,  Wanie 78 

Line  Tag 79 

♦School-room  Tag 80 

♦Exchange  Tag 80 

♦Tag  the  Wal!  Relay  Race 81 

♦Relay  Flag  Race 81 

♦Tommy  Tiddler's  Ground 82 

Stone 83 

♦The  Belled  Cat 84 

♦Jacob  and  Rachel 84 

♦Cat  and  Rat 85 

Hill  DM. 86 

Lame  Fox  and  Chickens 86 

'^Sculptor ?7 

Twelve  O'clock  at  Night 88 

Vis-a-Vis 89 

Save  Yourself  if  You  Can 89 


X 

PAGE 

Puss  in  the  Comer 90 

Variation :  Ball  Puss 90 

*Garden  Scamp 91 

♦Have  You  Seen  my  Sheep  ? 92 

•Crossing  the  Brook 92 

♦Birds 93 

Cushion  Dance 94 

Variation :  Slow  Poison 94 

Widower,  or  Last  Couple  Out 95 

♦Hurly-burly  Bean  Bag 96 

♦Relay  Bean  Bag  Race 97 

Bears  and  Cattle 98 

Catch  of  Fish 99 

Black  and  White 99 

London  Loo 100 

Steeple  Chase 101 

Swedish  Fox  and  Geese 10a 

Baste  the  Bear 102 

♦Beetle  Goes  Round 103 

♦Flower  Girl 104 

Nine  Pins 105 

I  Spy 106 

Yards  Off,  or  Relievo 106 

Hunt  the  Fox * 107 

♦Three  Deep 10&J 

♦The  Farmer  and  the  Crow 109 

♦One-legged  Relay  Race no 

♦Derby  Jig no 

Hoppers Ill 

Hopping  Bases in 

Master  of  the  Ring 112 

Jump  the  Shot 113 

Relay  Races  for  the  Gymnasium M3^ 

Single  Relay  Race 113 

Double  Relay  Race 114 

Obstacle  Relay  Race 115 

♦All  Up 115 

Hanging  Cats 116 

Dare  Base 117, 


XI 

PAGE 

•Bag  Tag 1 18 

Scouts Ji8 

Wolf 119 

Prisoner's  Base 120 

Prison  Goal 121 

Stealing  Sticks 122 

Duck  on  the  Rock 124 

Stroke,  or  Old  Sow 125 

Variation:   Centre  Ball 126 


Miscellaneous  and  Quiet  Games  : 

♦Follow  the  Leader 129 

♦Feather  Fly 129 

♦Observation 129 

^J*\  Say  Stoop 130 

♦Contrary 130 

♦Weathercock 131 

♦Hands  Up 131 

♦Sitting  Tag 132 

♦Changing  Seats 132 

♦Kaleidoscope 133 

♦Hunt  the  Key       133 

Hunt  the  Slipper 134 

♦Pillow  Dex 134 

♦Spin  the  Cover 135 

♦Thread  the  Needle 136 

♦You're  "It" 136 

♦Beast,  Bird,  or  Fish       137 

♦Neighbor,  Neighbor 138 

♦Not  I,  Sir 138 

♦Simon  Says 139 

Variations:  Grand  Mufti 140 

Ducks  Fly 140 

♦Merry-go-round 140 

Thimble  Ring       141 

♦Hide  the  Thimble 142 

Variation  :    Huckle  Buckle  Bean  Stalk 143 

♦Thanksgiving  Dinner 143 


Xll 

PAGE 

♦Stage-coach 144 

Variation  :  *Gymnastic  Exhibition 145 

♦Animal  Game 145 

Fan  Ball 146 

♦Trades  and  Professions 147 

♦Musical  Instruments      .     .     . 148 

Variation  :  ♦The  Fiddling  Leader 150 

peggy 151 


BALL  GAMES. 


INTRODUCTORY  NOTE. 


The  terms  "  throw  "  and  "  toss  "  have  been  carefully  distinguished 
in  the  following  games.  "  Toss  "  is  used  for  the  underhand,  and 
"  throw  "  for  the  overhand  movement. 

When  the  games  are  played  in  class,  the  teacher  will  usually  be 
the  umpire,  even  in  cases  where  it  is  stated  that  the  players  choose 
or  appoint  an  umpire. 

The  greater  number  of  the  games  have  a  time  limit  specified,  but 
the  time  limit  may  be  introduced  to  advantage  in  many  of  the 
others. 

An  attempt  has  been  made  to  give,  under  the  heading  "  appara- 
tus," everything  that  is  needed  to  play  the  game  that  follows,  with 
the  single  exception  of  chalk,  which  has  been  omitted  to  avoid  repe- 
tition. Chalk,  however,  is  required  in  nearly  every  game  for  the 
marking  of  goals  and  boundary  lines. 


U    *  PRELIMINARY  BALL. 

1313  d' 
Grade :  Primary,  Grammar,  High. 
No.  of  Players :  10  to  60. 
Apparatus :  Balls  for  half  the  number  of  players. 

The  players  stand  in  two  lines  facing  each  other. 
The  players  of  one  line  hold  the  balls.  At  a  signal, 
each  throws  his  ball  to  the  player  opposite  him,  who 
catches  the  ball,  and  throws  it  back.  The  method  of 
throwing  and  catching  is  arranged  beforehand.  The 
following  is  a  good  method  :  — 


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2.    BALL  DRILL. 

Grade :  Grammar,  High. 

No.  of  Players:  2  to  60. 

Apparatus :  Balls  for  half  the  number  of  players. 

Any  kind  of  balls  may  be  used ;  but  for  pedagogi- 
cal purposes  medicine  balls  are  especially  valuable. 
The  object  of  the  drill  is  to  train  the  perceptions,  the 
muscular  sense,  and  the  muscles  themselves,  and  give 
pupils  the  practical  ability  to  handle  balls  with  ease. 
There  is  no  winning.  The  weight  of  the  balls  should 
be  suited  to  the  players,  two  pounds  being  a  good 
weight  for  women  and  girls. 

The  players  are  arranged  in  couples  in  any  desired 
formation,  far  enough  apart  from  each  other  to  allow 
space  for  free  play.  One  player  of  each  couple  has  a 
ball,  which  is  used  by  him  and  his  partner  alone. 
The  throwing  of  the  balls  is  simultaneous  in  all  the 
couples,  and  is  at  the  command  of  the  teacher,  who 
may,  at  discretion,  introduce  different  ways  of  throw- 
ing and  tossing.  Some  of  the  most  useful  passes  are 
scheduled  on  the  preceding  page. 


3.    DOUBLE  PASS. 

Grade :  Grammar,  High. 
No.  of  Players :  1 1  to  60. 
Apparatus :  2  balls  or  2  bean  bags. 

The  players  stand  in  a  circle,  and  the  teacher  takes 


his  place  in  the  centre  with  the  balls  in  his  hands. 
Each  player  in  the  circle  counts,  to  find  out  which  is 
the  fifth  player  at  his  right  and  which  the  fifth  at  his 
left.  Then  the  teacher  throws  one  of  his  balls  to 
any  player,  saying  at  the  same  time,  "  Right  1 "  or 
11  Left ! "  The  player  at  whom  the  ball  has  been 
thrown  catches  it,  and  immediately  throws  it  to  the 
fifth  player  on  the  side  indicated  by  the  teacher. 
This  player  catches  the  ball  and  returns  it  to  the 
teacher,  who  meanwhile  has  started  the  second  ball 
in  the  same  way  as  the  first,  by  throwing  it  to 
any  player.  The  first  ball  is  returned  to  the  teacher 
at  about  the  same  time  the  second  ball  is  leaving 
him,  so  that  there  is  a  constant  passing  kept  up. 
There  is  no  winning  or  losing.  The  value  of  the 
playing  is  the  training  in  alertness  which  results  from 
the  necessity  of  watching  three  points,  so  as  to  be 
ready  to  catch  the  ball  at  any  time  from  any  one  of 
them. 

As  a  preparation  for  Double  Pass,  the  players  may 
stand  in  a  line,  with  the  teacher  in  front  of  them,  and 
practise  throwing  the  ball  to  their  nearest  neighbors 
at  right  and  left  instead  of  to  the  fifth  player  from 
them. 

The  game  may  be  varied  in  several  ways :  (i)  The 
teacher  may  sometimes  omit  the  calling  of  "  Right  1 " 
or  "  Left  1 "  when  he  throws  the  ball  to  a  player,  in 
which  case  the  player  returns  it  directly  to  him.  (2) 
A  player  making  a  mistake,  and  passing  the  ball  to 
the  right  instead  of  the  left,  or  vice  versa,  may  be  re- 


quired  to  step  out,  being  allowed  to  step  in  again  only- 
after  two  other  players  are  also  disqualified.  This 
variation  makes  the  game  much  more  difficult,  as  the 
identity  of  the  fifth  neighbor  is  constantly  changing. 
(3)  If  the  teacher  and  players  become  very  skilful, 
three  balls  may  be  used  instead  of  two. 


4.    ZIGZAG  BALL. 

Grade :  Grammar,  High. 
No.  of  Players :  6  to  60. 
Apparatus :  2  tennis  balls. 

The  players  choose  sides,  and  the  teacher  is  referee. 
If  there  are  only  six  players,  they  form  two  equal 
triangles,  one  for  each  side.  The  player  at  the  apex 
of  one  triangle  stands  with  his  back  to  the  player  at 
the  apex  of  the  other.  At  the  referee's  signal  the 
ball  is  thrown  in  each  triangle  by  one  of  the  players 
at  the  base  to  the  player  at  the  apex.  This  player 
catches  the  ball,  and  throws  it  to  the  third  player  in 
his  triangle.  The  ball  is  then  returned  in  reverse 
order  to  the  one  from  whom  it  started.  If  any  player 
fails  to  catch  the  ball,  he  must  pick  it  up,  and  return 
to  his  place  before  throwing  it.  When  the  ball  has 
come  back  to  the  one  who  first  threw  it,  the  players 
of  his  side  clap  their  hands.  The  side  which  has  re- 
turned the  ball  first  scores  a  point.  Any  number  of 
points  may  be  agreed  upon  as  a  game. 

When  there  are  more  than  six  players,  they  are 


8 

arranged  in  two  parallel  lines,  facing  each  other.  The 
players  of  one  side  alternate  with  the  players  of  the 
other  in  each  line,  and  each  player  has  opposite  him 
in  the  other  line  an  opponent.  At  the  referee's  sig- 
nal the  two  players  who  head  the  lines  start  the  balls. 
Each  player  throws  to  the  next  on  his  side  in  the 
opposite  line.  The  balls  thus  zigzag  down  the  line ; 
and,  until  one  side  gets  ahead  of  the  other,  they  cross 
at  each  throw.  When  the  balls  reach  the  end  players, 
they  are  returned  in  reverse  order.  Just  as  when 
there  are  only  six  players,  whoever  fails  to  catch  a 
ball  must  pick  it  up  and  return  to  his  place  before 
throwing  it.  The  side  which  returns  the  ball  first  to 
its  head  player  scores  one. 

In  either  form  of  this  game  the  number  of  balls 
may  be  increased,  and  different-sized  balls  or  bean 
bags  may  be  used  ;  but  care  must  be  taken  to  have 
the  number  and  the  kind  of  balls  the  same  on  each 
side.  When  the  game  is  played  in  this  way,  the 
third  player  in  the  triangle,  or  the  end  player  in  the 
line,  should  catch  all  the  balls  before  he  starts  any  of 
them  back  in  the  reverse  direction. 


5.    CHASE  BALL. 

Grade :  Grammar,  High. 

No.  of  Players :  Any  number  divisible  by  4. 

Apparatus :  2  balls. 


represents  the  course  of  A's  ball, 
represents  the  course  of  B's  ball. 


The  players  divide  into  two  equal  parties,  A  and  B, 
which  stand  in  two  concentric  circles  having  each  the 
same  number  of  players.     In  each  circle  the  players 


IO 


of  one  party  alternate  with  those  of  the  other,  and 
every  A  of  the  outer  circle  is  opposite  a  B  of  the 
inner  circle.  (See  diagram.)  All  the  A's  play  to- 
gether, and  all  the  B's.  One  ball  is  given  to  A  I, 
and  the  other  to  B  I.  At  a  signal,  each  passes  his 
ball  to  his  neighbor  on  the  right  in  the  other  circle ; 
and  this  player  in  turn  passes  his  ball  to  his  right- 
hand  neighbor  in  the  opposite  circle.  So  the  ball 
continues  indefinitely  round  the  two  circles  in  a  zigzag 
course,  always  going  from  alternate  players  of  the 
outer  and  inner  circles,  skipping  one  player  at  each 
throw,  in  order  that  it  may  always  remain  in  the  hands 
of  the  same  side.  The  object  of  each  party  is  to 
make  its  ball  overtake  the  opponents'  ball  once  or  as 
many  times  as  possible. 


6.    *TIME  BALL. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  60. 

Apparatus :  As  many  balls  or  bean"  bags  as  there  are 
rows  of  players.  • 

The  children  are  seated  so  that  there  are  the  same 
number  of  players  in  each  row.  A  line  is  drawn 
across  the  front  of  the  room  near  the  wall,  and  a 
mark  is  made  in  each  aisle  between  the  front  desks. 
The  method  of  throwing  to  be  used  is  next  agreed 
upon.  The  ball  may  be  tossed  with  either  the  right 
hand  or  the  left,  or  it  may  be  thrown  with  either  hand. 
After  the  decision  has  been  made,  the  leader  of  each 


II 

row  takes  his  ball,  and  stands  opposite  his  aisle  on  the 
line.  Then,  at  a  given  signal,  the  first  player  in  each 
row  runs  to  the  mark  in  his  aisle.  When  he  has 
reached  it,  the  leader,  in  the  way  previously  agreed 
upon,  throws  him  the  ball,  which  he  catches  and 
returns.  Immediately  he  runs  back  to  his  seat.  As 
soon  as  he  is  seated,  the  next  player  in  th&  row  runs 
to  the  mark  in  the  aisle,  and  catches  the  ball.  So 
the  game  goes  on,  with  the  players  running  in  turn, 
and  each  starting  as  soon  as  the  previous  player  has 
seated  himself.  Any  one  who  throws  with  the  wrong 
hand,  or  in  the  wrong  way,  or  when  he  is  not  on  the 
mark  or  line,  makes  a  foul,  and  must  repeat  the  play. 
When  all  have  run,  the  leader  returns  to  his  desk  and 
seats  himself  with  the  ball  in  front  of  him.  Then 
every  one  in  the  row  assumes  "  position."  The  first 
row  that  succeeds  in  doing  this  scores  a  point,  and 
the  row  that  first  scores  five  points  wins  the  game. 


4 


7.    *BEAN  BAGS  IN  A  CIRCLE. 

Grade:  All. 

No.  of  Players :  10  to  60. 

Apparatus :  Bean  bags. 

The  players,  standing  several  feet  apart,  form  a 
circle.  The  bean  bags  are  distributed  to  players  who 
are  at  equal  distances  from  each  other  in  the  circle. 
Each  player  who  holds  a  bag  turns  and  tosses  it  to 
his  next  neighbor  at  the  right,  and  instantly  faces  his 
neighbor  at  the  left,  ready  to  receive  the  next  bag. 


12 

All  the  bags  should  be  in  motion  at  once.  If  it  is 
desired,  a  forfeit  may  be  required  of  the  one  who  fails 
to  catch  a  bag,  or  he  may  be  dropped  out  of  the  circle. 
Balls  may  be  used  in  place  of  bean  bags,  and  the 
game  made  more  difficult  by  having  the  balls  or  the 
bean  bags  of  various  sizes.  The  most  rapid  game  can 
be  played  when  the  number  of  bean  bags  is  only  one 
less  than  the  number  of  players. 


8.    *  TEACHER  AND  CLASS. 

Grade:  All. 

No.  of  Players:  10  to  60. 

Apparatus :  Bean  bags. 

Every  eighth  player  is  appointed  as  a  teacher. 
The  other  players  form  a  line  as  pupils.  The  teachers 
face  them,  standing  from  ten  to  twenty  feet  away. 
No.  1  teacher  tosses  a  bean  bag  to  No.  1  pupil,  who 
catches  it,  and  immediately  throws  it  back.  The 
teacher  then  moves  down  opposite  No.  2  pupil,  and 
tosses  the  bean  bag  to  him,  and  catches  it  when  he 
tosses  it  back.  So  he  goes  on  down  the  line.  When 
he  has  reached  No.  3  or  No.  4  pupil,  No.  2  teacher 
begins  tossing  to  No.  1  pupil.  The  other  teachers 
follow  at  equal  intervals.  When  a  teacher  reaches 
the  end  of  the  class,  he  returns,  and  tosses  again  to 
No.  1  pupil.  Whoever  fails  to  catch  a  bean  bag, 
whether  teacher  or  pupil,  goes  to  the  foot  of  the  class. 
If  a  teacher  fails,  his  place  is  supplied  by  No.  1 
pupil.     Variations    may   be    made    by   having   each 


13 

player  bounce   the  ball,  or  throw  it,  or  clap  hands 
before  catching  it. 

9.    *  CRISS-CROSS.  \/ 

Grade :  Grammar,  High. 
No.  of  Players :  4  to  60. 

Apparatus:    Bean  bags,  half  as   many  as  there  are 
players. 

The  players  are  divided  into  groups  of  not  more 
than  ten,  and  these  groups  play  each  a  separate  game. 
In  each  group,  sides  are  chosen,  which  stand  facing 
each  other  at  a  distance  of  eight  or  ten  feet ;  and  the 
bean  bags  are  given  to  the  players  of  one  side.  The 
player  at  the  right  end  of  the  bean  bag  row  is  No.  1 
of  that  line.  He  begins  the  game  by  throwing  his 
bag  to  the  player  opposite  him  in  line,  who  catches  it 
and  throws  it  back.  No.  1  of  the  bean  bag  row  then 
throws  his  bag  to  No.  2  of  the  opposite  line,  and  so 
on  until  he  has  come  to  the  Jast  player,  after  which 
he  begins  again  with  No.  1.  But,  meanwhile,  as  soon 
as  No.  1  of  the  bean  bag  line  has  received  his  bag 
after  his  first  throw,  No.  2  of  the  same  line  begins 
throwing  to  No.  1  of  the  opposite  line,  and  so  on. 
In  like  manner,  when  No.  2  has  received  his  bag  after 
his  first  throw,  No.  3  begins ;  and  this  continues  until 
all  the  players  in  the  bean  bag  line  are  throwing,  each 
beginning  as  soon  as  his  right-hand  neighbor  has  made 
his  first  play.  Score  is  kept  of  the  number  of  times 
each  side  drops  a  bag ;  and,  when  the  time  limit  has 
expired,  the  side  that  has  dropped  the  fewer  bags 
wins. 


14 


JO.    *  END-TO-END  BEAN  BAG. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players:  10  to  60. 
Apparatus :  2  bean  bags. 

The  players  divide  into  two  sections,  and,  standing 
close  together,  form  in  each  section  two  parallel  lines, 
A  and  B,  five  feet  or  more  apart.  At  a  given  signal 
the  first  player  in  line  A  runs  half-way  across  to  the 
first  player  in  line  B,  and  tosses  him  the  bag.  Line 
A  moves  up  to  fill  the  space  vacated  by  the  first 
player.  Meanwhile  the  bag  is  passed  along  line  B 
until  it  reaches  the  last  player,  who  runs  with  it  half- 
way across  to  the  last  player  in  line  A,  tosses  the  bag 
to  him,  and  takes  the  place  beside  him.  The  bag 
then  passes  up  line  A,  while  line  B  moves  down  to 
fill  the  place  left  vacant  by  the  last  player.  Finally, 
the  first  player  of  line  A  steps  into  the  vacant  place 
in  line  B,  and  so  becomes  the  first  player  in  line  B. 
The  game  is  then  repeated  as  before,  and  continues 
until  the  player  who  started  at  the  head  of  line  A 
has  moved  down  line  B  and  back  up  line  A  to  his 
original  position.  The  section  which  accomplishes 
this  first  wins  the  game. 


$U    *  CIRCLE  BALL. 

Grade :  Upper  Primary,  Grammar. 
No.  of  Players:  10  to  60. 
Apparatus:  Ball. 


15 

The  players  form  a  ring.  One  player  tosses  the 
ball  to  another  player,  who  must  catch  it,  and  toss  it 
to  some  one  else  in  the  ring.  The  tosses  should  be 
in  quick  succession  and  in  unexpected  directions.  Vari- 
ations may  be  made  by  bouncing  the  ball,  by  clapping 
the  hands  before  catching  it,  or  by  having  the  person 
who  fails  to  catch  it  sit  down.  The  game  may  also 
be  played  with  all  the  players  seated. 


J2.    *  CALLING  NAMES. 

Grade :  Upper  Primary,  Grammar. 
No.  of  Players:  10  to  60. 
Apparatus :  Bean  bag. 

The  class  divides  into  two  equal  parts,  which  stand 
on  opposite  sides  of  the  central  aisle,  with  the  players 
of  one  side  facing  the  players  of  the  other,  and  with 
each  player  standing  beside  a  chair.  One  of  the  play- 
ers takes  the  bean  bag,  and  the  teacher  begins  to 
count  ten.  Before  the  teacher  has  finished  counting, 
the  player  who  holds  the  bean  bag  must  call  the  name 
of  some  one  on  the  opposite  side,  and  throw  the  bag 
to  him.  The  player  whose  name  has  been  called 
catches  the  bag,  calls  the  name  of  one  of  his  oppo- 
nents, and  throws  the  bag  back.  In  this  way  the 
game  continues  until  the  time  limit  has  expired.  Any 
player  who  fails  to  throw  the  bag  before  ten  is 
counted,  or  who  aims  badly,  or  who  fails  to  catch  a 
bag  thrown  to  him,  must  sit  down.  The  side  which 
has  the  smaller  number  of  players  seated  at  the  end 
of  the  time  wins  the  game. 


i6 


J3.    BOX  BALL. 

Grade :  Grammar,  High. 
No.  of  Players:  6  to  20. 
Apparatus :  Box  for  each  player ;  ball ;  small  stones. 

The  boxes  are  placed  in  a  row  on  the  floor.  The 
players  stand  in  a  line  at  some  distance  from  them, 
each  player  opposite  his  own  box  and  facing  it.  The 
player  at  the  right  of  the  line  tosses  the  ball  into  any 
one  of  the  boxes.  All  the  players  scatter  except  the 
one  into  whose  box  the  ball  has  fallen.  He  runs, 
picks  up  the  ball,  and  tries  to  throw  it  so  as  to  strike 
one  of  the  other  players.  If  he  fails,  he  has  a  stone 
put  in  his  box.  Then  the  other  players  form  in  line 
as  at  first,  and  he  starts  the  game  again  by  tossing 
the  ball  into  some  one  of  the  boxes.  If,  however, 
he  succeeds  in  hitting  the  player  he  aims  at,  the 
player  who  is  struck  is  the  one  who  receives  a  stone, 
and  who  starts  the  game  again.  If  any  one  fails  in 
his  attempt  to  toss  the  ball  into  a  box,  he  also 
receives  a  stone;  and  the  player  next  him  in  line 
makes  the  attempt.  When  a  player  has  five  stones 
in  his  box,  he  goes  out  of  the  game ;  or,  if  it  is  pre- 
ferred, he  pays  a  forfeit. 


J4.    *BEAN  BAG  TARGET. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players:  10  to  60. 

Apparatus :  Five  bean  bags  for  each  group  of  nine  or 
more  players. 


*7 

For  every  group  of  nine  or  more  players  three  con- 
centric circles,  one,  two,  and  three  feet  in  diameter, 
are  drawn  on  the  floor ;  and  about  twenty  feet  from 
the  circles  a  straight  line  is  drawn  to  serve  as  base. 
In  each  group  a  referee  is  appointed,  and  sides  are 
chosen.  The  players  alternate  from  the  two  sides, 
and  each  in  turn  stands  with  his  toe  on  the  line,  and 
tosses  the  five  bean  bags,  one  after  another,  toward 
the  circles.  Each  bean  bag  that  falls  within  the 
inner  circle  counts  fifteen,  each  within  the  second 
circle  counts  ten,  and  each  within  the  outside  circle 
five.  The  game  can  be  made  more  difficult  by  de- 
creasing the  size  of  the  circles  or  by  increasing  the 
distance  between  the  circles  and  the  base  line. 

If  it  is  wished,  a  board  can  be  substituted  for  the 
circles  on  the  floor.  The  board  should  be  about  two 
and  a  half  by  two  feet,  with  a  large  hole  cut  near  the 
upper  left-hand  corner  and  a  small  one  near  the  lower 
right-hand  corner.  It  should  stand  at  an  angle  of 
forty-five  degrees.  The  count,  when  a  board  is  used, 
is  fifteen  for  every  bag  thrown  through  the  small 
hole,  ten  for  every  one  through  the  large  hole,  and 
five  for  every  bag  remaining  on  the  board  at  the  end 
of  the  player's  turn. 


J5.  *BEAN  BAG  OVER  THE  HEAD. 

Grade :  Grammar,  High. 
No.  of  Players:  10  to  25. 
Apparatus :  Bean  bag. 


18 

One  player  is  chosen  to  throw  the  bean  bag.  He 
stands  in  front  of  the  other  players  with  his  back  to 
them,  takes  the  bean  bag,  and  tosses  it  over  his  head 
with  both  hands.  Each  of  the  other  players  tries  to 
catch  it.  The  one  who  is  successful  is  the  next  to 
throw  the  bag. 

J6.    DROP  BALL. 
Grade:  All. 

No.  of  Players:  10  to  60. 
Apparatus :  Tennis  ball. 

One  player  stands  in  the  centre,  and  the  rest  form 
a  ring  round  him.  The  player  in  the  centre  tosses 
up  the  ball,  and  calls  the  name  of  any  one  of  the 
players  in  the  ring.  The  player  whose  name  has  been 
called  tries  to  catch  the  ball  before  its  second  bounce. 
If  he  succeeds,  he  changes  places  with  the  player  in 
the  centre.  If  he  fails,  the  player  in  the  centre  con- 
tinues until  some  one  does  catch  the  ball.  When  a 
player  has  failed  three  times,  he  must  go  into  the 
"  scrub  "  circle,  which  begins  playing  as  soon  as  there 
are  four  players  in  it. 

The  game  may  be  made  more  difficult  by  drawing 
a  chalk  circle,  inside  which  no  player  may  step  until 
his  name  has  been  called.  The  breaking  of  this  rule 
counts  the  same  as  a  failure  in  catching  the  ball. 

Variation:  Catch  Ball  This  game  is  played  in 
the  same  way  as  Drop  Ball,  except  that  the  players 
run  freely  about  the  room  instead  of  standing  in  a 


19 

ring.  The  player  who  tosses  the  ball  may  call  the 
name  of  some  one  who  is  at  a  considerable  distance, 
so  that  great  speed  and  alertness  are  required  to 
enable  the  player  whose  name  has  been  called  to 
catch  the  ball  before  its  second  bounce.  When  a 
player  has  failed  three  times,  he  is  out  of  the  game. 


J7.    *DEAD  BALL. 

Grade :  Upper  Primary. 
No.  of  Players :  10  to  60. 

Apparatus :  1  to  3  soft  balls. 

The  players  stand  in  the  aisles  between  the  desks. 
The  teacher  tosses  the  balls  into  the  air.  Any  one 
who  can  catches  a  ball,  and  tosses  it  at  some  other 
player.  This  other  one  may  either  dodge  the  ball  or 
catch  it.  If  he  catches  it,  he  tosses  it  at  some  one 
else ;  but,  if  he  is  struck  by  it,  he  is  dead,  and  must 
sit  down.  The  game  is  played  until  only  one  person 
is  left  standing.  The  balls  must  always  be  tossed, 
not  thrown. 

J8.    *  GUESS  BALL. 

Grade:  Grammar,  High. 
No.  of  Players:  10  to  25. 
Apparatus :  Soft  ball. 

All  the  players  but  one  form  in  a  line.  The  re- 
maining player  stands  several  feet  in  front  of  the 
others,  with  his  back  toward  them,  and  counts  aloud 
to  any  given  number.     Meantime  the  ball  is  passed 


20 

back  and  forth  along  the  line.  When  the  given  num- 
ber is  called,  the  person  who  then  holds  the  ball 
throws  it  so  as  to  strike  on  the  back  the  player  who 
stands  in  front.  If  this  player  is  hit,  he  turns  quickly, 
and  tries  to  guess  by  the  attitudes  of  the  players 
which  of  them  threw  the  ball.  If  he  guesses  cor- 
rectly, the  player  who  threw  the  ball  changes  places 
with  him.  If  he  does  not  guess  correctly,  he  remains 
in  front,  and  the  game  is  repeated.  If  the  player  in 
the  line  fails  to  hit  the  one  in  front  with  the  ball,  they 
change  places. 

Variation:  Ball  Tag*  The  players  are  arranged 
in  two  lines  facing  each  other,  about  forty  feet  apart. 
One  side  sends  out  a  player  who  stands  half-way  be- 
tween the  lines,  facing  his  own  side.  His  opponents 
have  the  ball,  and  the  game  proceeds  as  in  Guess 
Ball.  If  he  guesses  correctly,  his  side  may  choose  a 
player  from  the  opponents  to  join  their  line ;  and  the 
player  in  the  centre  may  continue  until  he  fails  to 
guess  correctly,  when  he  returns  to  his  place,  and  the 
other  side  sends  out  a  player  to  guess.  The  side 
having  the  most  men  at  the  end  of  the  game  wins. 


19.    STOOL  BALL. 

Grade  :  Grammar,  High. 
No.  of  Players:  10  to  30. 

Apparatus :  Tennis  ball ;  stools,  one  less  than  the  num- 
ber of  players. 


21 


The  stools  are  placed  in  a  circle  several  feet  from 
each  other.  Back  of  each  stool  stands  a  player,  in 
any  position  previously  agreed  upon,  such  a  position, 
for  instance,  as  "heels  together  and  hands  on  the 
hips,"  or  "feet  apart  and  hands  out  to  the  side."  In 
the  centre  of  the  circle  stands  the  bowler,  who  tosses 
the  ball  at  any  one  of  the  players.  If  the  player  at 
whom  the  ball  is  tossed  succeeds  in  batting  it  with 
his  hand,  all  the  players  behind  the  stools  change 
places.  The  bowler  catches  the  ball  or  picks  it  up, 
and  then  throws  it  so  as  to  hit  any  player  who  is  out 
of  the  required  position.  The  one  who  has  been  hit 
changes  places  with  the  bowler.  If  no  one  has  been 
hit,  the  game  is  repeated  with  the  same  bowler.  If, 
at  any  time,  the  ball  is  not  batted  back,  the  bowler 
repeats  the  throw  until  it  is.  A  variation  may  be 
made  in  the  game  by  having  the  player  who  has  been 
hit  fall  out  of  the  game  instead  of  having  him  change 
places  with  the  bowler. 


20.    ENGLISH  STOOL  BALL. 

Grade :  Upper  Grammar,  High. 
No.  of  Players :  5  to  20. 
Apparatus :  Stool  ball. 

A  stool  is  set  upon  the  ground,  and  a  line  is  drawn 
at  some  distance  from  it.  One  of  the  players  stands 
beside  the  stool.  The  others  stand  on  the  line,  and 
one  of  their  number  throws  the  ball  with  the  intention 
of  striking  the  stool.     The  player  near  the  stool  tries 


22 


to  prevent  the  ball's  striking  by  batting  it  away  with 
his  hand.  If  he  succeeds,  he  scores  one.  But  if  the 
ball  strikes  the  stool,  he  is  "  out,"  and  the  thrower  of 
the  ball  takes  his  place.  He  is  also  "  out  "  if  any 
player  catches  the  ball  after  it  has  been  batted  back, 
in  which  case  the  catcher  takes  the  place  of  the  one 
at  the  stool.  Any  number  of  points  may  be  decided 
on  as  game,  and  he  wins  who  first  scores  the  required 
number. 

2J.    GERMAN  BALL  GAME. 


Grade :  Grammar,  High. 
No.  of  Players:  10  to  30. 
Apparatus:  Bat;  ball. 


0     y 

0 

0 

( 

( 

0 

< 

( 

0 

( 

0 

( 

( 

( 

( 

0 

1 

0 

( 

\ 

( 

0      X 

B 


An  oblong  about  fifty  by  eighty  feet  is  marked  in 
an  open  space  outdoors.  Across  one  end  is  drawn 
a  line,  A  B,  parallel  to  the  end  line,  and  about  ten 
feet  distant  from  it.     A  goal,  C,  is  marked  at  the 


23 

opposite  end  of  the  space  in  one  corner.  Sides  are 
chosen,  and  one  side  takes  possession  of  the  smaller 
oblong.  One  player  of  this  side  is  pitcher,  and  stands 
at  position  x,  diagonally  opposite  the  goal.  All  the 
other  players  are  batters,  and  stand  in  line  at  the 
rear  of  the  space.  The  first  batter  is  at  y.  The 
players  of  the  other  side  are  all  catchers,  and  stand 
here  and  there  in  the  larger  space.  The  pitcher 
throws  the  ball,  and  the  batter  tries  to  strike  it.  If 
he  does  not  succeed  the  first  time,  he  tries  until  he 
does  succeed.  He  then  hands  the  bat  to  the  next 
batter  in  the  line,  and  runs  to  the  goal  and  back  as 
quickly  as  possible.  The  players  of  the  other  side  try 
to  catch  the  ball.  If  they  fail  in  that,  they  pick  up  the 
ball  and  try  to  hit  the  runner  with  it.  If  they  succeed 
in  doing  either  the  one  or  the  other,  their  side  scores 
one.  If  they  fail  in  both,  the  side  of  the  runner 
scores  one.  The  game  is  repeated  with  the  batters 
serving  in  turn  until  the  catchers  have  scored  three 
points.  The  sides  then  change  places,  the  catchers 
becoming  batters  and  the  batters  becoming  catchers. 
The  game  ends  when  one  side  has  scored  twenty-five 
points. 

22.    TARGET  BALL. 
Grade:  Grammar,  High. 
No.  of  Players:  10  to  25. 
Apparatus:  Ball. 

One  player  is  chosen  to  be  thrower.     The  other 
players   are   runners,  and  stand  in  a  row  along  one 


24 

side  of  the  room.  The  thrower  stands  several  paces 
distant  from  them  toward  the  centre  of  the  room. 
At  a  given  signal  the  first  runner  starts,  runs  around 
two  sides  of  the  room,  and  stops  on  the  farther  side, 
opposite  the  last  player  in  the  line  of  runners.  Dur- 
ing the  run  the  thrower  tries  to  throw  the  ball  so  as 
to  hit  the  runner.  If  he  succeeds,  the  one  whom  he 
has  hit  remains  opposite  the  line  of  runners,  and  a 
second  runner  is  called  out.  The  game  continues^ h^ 
this  way  until  the  thrower  fails  to  hit.  The  runi^eA 
who  has  escaped  then  becomes  thrower,  and  tnc* 
thrower  takes  his  place  as  the  last  runner  in  the  line. 
After  this  the  game  goes  on  as  before.  When  all 
the  runners  have  been  hit,  the  game  ends.  The 
thrower  who  has  hit  the  greatest  number  of  runners 
wins. 


23.    DODGE  BALL. 

Grade:  All. 

No.  of  Players:  20  to  60. 

Apparatus :  Ball. 

Sides  A  and  B  are  chosen,  and  the  players  of  A 
stand  in  a  circle  round  those  of  B.  The  A's  try  to 
throw  the  ball  so  as  to  hit  the  B's,  while  the  B's  at- 
tempt to  save  themselves  by  running  and  dodging 
inside  the  circle.  The  A's  may  pass  the  ball  among 
themselves  as  much  as  they  choose,  and  leave  the 
circle  when  it  is  necessary  to  regain  possession 
of   the  ball;   but,    while  they  are  out  of  the  circle, 


25 

they  may  not  throw  at  their  opponents.  They 
must  either  return  or  throw  to  one  of  their  own 
side.  When  a  B  has  been  hit,  he  is  killed,  and 
must  stand  in  the  circle  with  the  A's  and  help  them 
kill  the  remaining  B's.  The  last  B  who  is  killed  is 
the  winner.  The  game  is  then  repeated  with  the 
sides  reversed,  the  B's  being  in  the  circle  and  the  A's 
in  the  centre.  Finally,  the  two  winners  play  off  the 
game  inside  a  circle  formed  by  all  the  other  players. 

Variation:  Dodge  Ball  with  Time.  In  this  game 
the  players  who  are  killed  do  not  join  their  opponents, 
but  go  out  of  the  game  until  all  on  their  side  have 
been  killed.  The  time  taken  to  do  this  is  recorded. 
The  game  is  repeated  with  the  sides  reversed,  and 
the  side  that  is  the  quicker  in  killing  all  its  opponents 
wins.  In  other  respects  the  game  is  like  Dodge 
Ball.  

24.    LAWN  BOWLS. 

Grade :  Grammar,  High. 
No.  of  Players :  4  to  20. 

Apparatus :  Colored  ball  for  each  player,  half  the  balls 
of  one  color,  half  of  another ;  ball  of  a  third  color. 

This  game  may  be  played  in  a  level  place  out  of 
doors  or  in  the  gymnasium.  Sides  are  chosen,  and 
the  balls  are  distributed  so  that  all  the  players  on  a 
side  have  balls  of  the  same  color.  The  leader  of  one 
side  takes  the  jack,  which  is  the  ball  of  the  third 
color,  and  throws  it  to  a  considerable  distance.     The 


26 


other  players,  alternating  from  the  two  sides,  stand 
in  turn  at  the  place  from  which  the  leader  threw,  and 
throw  their  balls,  trying  to  have  them  lie  as  near  the 
jack  as  possible.  When  all  have  thrown,  the  side 
which  has  a  ball  lying  nearest  the  jack  scores.  The 
count  in  the  score  is  one  for  each  ball  that  lies  nearer 
the  jack  than  the  best  ball  of  the  opposing  side. 


25.    ROLL  BALL. 

Grade :  Grammar,  High. 
No.  of  Players :  2  to  20. 
Apparatus:  Ball. 

A  line  is  drawn  to  divide  the  gymnasium  floor  into 
two  courts.  On  each  side  of  this  line,  parallel  to  it, 
and  seven  or  eight  yards  from  it,  is  drawn  a  boundary 
line.  The  players  divide  into  two  equal  parties,  A  and 
B ;  and  each  party  takes  possession  of  a  court,  and 
stands  there  behind  the  boundary  line.  The  first 
player  of  A  comes  forward,  and  takes  his  place  on  his 
boundary  line  with  the  ball  on  the  line  beside  him. 
The  first  player  from  B  stands  opposite  on  his  boun- 
dary line.  The  A  player  then  tries  to  send  his  ball 
across  B's  line  by  batting  it  with  his  hand  or  his  fist. 
The  B  player  tries  to  prevent  the  ball  from  crossing 
his  line  by  running  to  meet  it  and  batting  it  back 
without  first  stopping  it.  If  the  A  player  fails  to 
send  the  ball  across  the  middle  line,  B  scores  a  point. 
But,  if  the  ball  crosses  the  middle  line  and  B  fails  to 
bat  it  back  before  it  crosses  his  boundary  line,  A 


27 

scores  a  point.  The  game  continues  between  these 
two  players  until  one  of  them  scores  a  point  or  makes 
a  foul.  Then  two  other  players  take  their  places. 
Fouls  are  (i)  stopping  the  ball  before  batting  it  back; 
(2)  batting  the  ball  so  that  it  goes  higher  than  the 
knees  of  the  player ;  and  (3)  sending  the  ball  so  that 
it  lodges  in  a  piece  of  apparatus  before  it  crosses  the 
middle  line.  If  the  ball  lodges  in  the  apparatus  after 
it  has  crossed  that  line,  no  foul  has  been  made ;  and 
the  player  on  whose  side  the  ball  is  may  roll  it  out  a 
short  distance  in  a  direction  parallel  to  the  middle  line, 
and  from  there  bat  it.  If  the  ball  hits  the  wall,  it  is 
still  in  play,  and  no  foul  has  been  made.  Each  foul 
scores  one  for  the  opponents'  side.  The  side  which 
first  scores  thirty  points  wins  the  game. 


26.    KICK-OVER-BALL. 

Grade :  Grammar,  High. 
No.  of  Players:  10  to  30. 
Apparatus :  Basket  ball  or  volley  ball. 

The  players  choose  sides,  A  and  B ;  and  the  sides 
sit  on  the  floor  in  two  rows  facing  each  other,  with 
their  hands  on  the  floor  behind  them  and  their  feet 
stretched  out  in  front  of  them,  leaving  space,  however, 
so  that  the  ball  can  be  rolled  between  them.  A  goal 
is  marked  at  one  end  of  the  room,  equally  distant  from 
both  rows.  The  player  who  is  at  the  farther  end  of 
the  row  from  the  goal,  is  the  scout  for  his  side.  The 
umpire  rolls  the  ball  down  the  centre  from  whichever 


28 

end  of  the  line  he  chooses.  Each  player  tries,  as  the 
ball  passes,  to  kick  it  so  as  to  send  it  over  the  heads 
of  his  opponents.  If  a  player  in  A  succeeds  in  doing 
this  without  removing  his  hands  from  the  floor,  the  A 
scout  runs  to  the  goal,  and  then  returns  and  sits  down 
at  the  goal  end  of  his  line,  in  the  place  left  vacant  by 
the  moving  of  the  line  away  from  the  goal.  Mean- 
while the  B  scout  picks  up  the  ball,  and  seats  himself 
at  the  goal  end  of  his  line,  opposite  the  A  scout.  If 
the  A  scout  is  the  first  to  get  seated,  his  side  scores 
two,  one  for  the  kick-over  and  one  for  the  goal-run  ; 
but,  if  the  B  scout  is  the  first  seated,  the  side  A  scores 
only  the  one  for  the  kick-over. 


27.    BOUND  BALL. 

Grade:  Grammar,  High. 
No.  of  Players:  10  to  30. 
Apparatus :  Rubber  ball. 

A  line  is  marked  on  the  floor.  A  leader  and  a 
score-keeper  are  appointed ;  and  the  other  players  di- 
vide into  two  equal  parties,  which  take  their  positions 
on  opposite  sides  of  the  line,  about  five  feet  from  it. 
The  players  of  each  party  separate,  so  that  each  indi- 
vidual has  a  space  about  five  feet  square  in  which  to 
move.  The  leader  of  the  game  takes  his  place  at  one 
end  of  the  line,  and  the  score-keeper  at  the  other. 
The  leader  throws  the  ball  into  the  midst  of  the 
players  so  that  it  will  rebound  from  the  floor  as  near 
as  possible  to  the  line.     After  the  ball  has  bounced, 


29 

the  player  who  is  then  nearest  it  strikes  it  from  above ; 
and  either  he  or  some  of  the  players  of  his  side  con- 
tinue to  strike  it  after  each  rebound,  until  an  oppor- 
tunity offers  to  bounce  it  across  the  line.  Whoever 
strikes  the  ball  when  it  has  not  rebounded  from  the 
floor,  or  fails  to  strike  it  after  the  first  rebound,  or 
fails  to  strike  it  from  above,  or  permits  it  to  roll  on 
the  ground,  makes  a  foul.  The  side  that  first  has 
twelve  fouls  scored  against  it  loses  the  game. 


28.    BOUNDARY  BALL. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  60. 
Apparatus :  Basket  ball. 

The  ground  or  floor  is  marked  out  in  a  rectangle 
about  fifteen  by  thirty  feet,  and  the  rectangle  is  di- 
vided in  halves  by  a  line  drawn  across  the  centre  of 
it.  Sides  are  chosen,  which  take  their  places  in  their 
respective  fields,  and  stand  facing  each  other  in  two 
rows  about  ten  feet  from  the  centre  line  and  parallel 
to  it.  Any  player  may  start  the  game  by  throwing 
the  ball  into  his  opponents'  field.  His  opponents 
catch  the  ball,  or,  if  it  is  rolling,  stop  it.  Their  line 
then  advances  or  retreats,  so  as  to  cross  the  spot  on  / 
which  the  ball  was  caught  or  stopped.  The  catcher 
of  the  ball  next  throws  it  back  to  the  first  side,  which 
in  its  turn  must  catch  or  stop  it.  This  continues 
until  one  side  succeeds  in  passing  the  ball  across  the 
outer  boundary  of  its  opponents'  side. 


3Q 


29.    HAND  FOOT-BALL. 
Grade :  Grammar,  High. 
No.  of  Players :  6  to  16. 
Apparatus:  Basketball. 

A  court  is  marked  about  fifty  feet  long  and  twenty 
feet  wide.  The  players  divide  into  two  equal  teams, 
and  each  team  chooses  a  kicker.  The  teams  stand 
facing  each  other  at  opposite  ends  of  the  court,  each 
drawn  up  in  a  straight  line  about  ten  feet  from  the 
end  boundary,  with  its  kickers  about  ten  feet  in  ad- 
vance of  the  line  of  players.  Half-way  between  the 
two  kickers,  but  at  the  side  of  the  court,  stands  the 
teacher,  or  leader,  who  acts  as  umpire,  and  starts  the 
game  by  throwing  the  ball  so  that  it  will  strike  be- 
tween the  kickers.  Each  of  these  players  tries  to 
kick  the  ball  so  as  to  send  it  over  the  heads  of  his 
opponents  in  line,  but  those  who  are  in  line  prevent 
the  ball  from  passing  over  them  by  striking  it  back 
with  their  hands.  They  must  not,  however,  leave 
their  places,  nor  grasp  nor  kick  the  ball.  The  kicker 
who  succeeds  in  sending  the  ball  over  the  heads  of 
his  opponents  wins  the  game  for  his  side. 


30.    ONE-LEGGED  FOOT-BALL. 

Grade:  Grammar,  High. 

No.  of  Players:  io  to  6o. 

Apparatus :  Bladder  ball  that  can  be  kicked  easily. 

At  the  two  ends  of  the   room   are   marked   goal 
lines.     The  distance  between  them  varies  according 


3i 

to  the  number  of  players,  being  always  large  enough 
to  allow  the  players  to  run  about  freely.  Sides  are 
chosen,  and  two  captains  appointed.  Then  the  ball 
is  put  into  play  between  the  two  captains.  Each 
player  stands  with  his  right  foot  held  in  his  left  hand 
or  his  left  foot  in  his  right  hand.  With  his  free  hand  or 
with  the  foot  on  which  he  is  standing,  he  tries  to  hit 
the  ball.  The  object  of  the  game  is  to  force  the  ball 
over  the  opponents'  goal  line.  Each  goal  so  made 
scores  one.  After  the  goal  has  been  made,  the  ball 
is  again  put  into  play  at  the  centre.  A  variation 
may  be  made  in  the  game  by  having  the  players 
assume  the  same  position  as  before,  but  hit  the  ball 
only  with  their  free  hands.  Or  the  players  may  stand 
on  both  feet  and  run  about  freely,  and  hit  the  ball 
with  either  hand.  The  ball  must  in  no  case  be 
thrown.     The  game  is  best  adapted  to  boys. 


ZU    CORNER  BALL. 

Grade:  Grammar,  High. 
No.  of  Players :  10  to  30. 
Apparatus;  Basketball. 

A  line  is  drawn  across  the  centre  of  the  gymnasium 
floor,  and  four  six-feet-square  goals  are  marked,  one 
in  each  corner.  The  players  are  divided  into  two 
equal  teams,  which  take  their  positions  on  opposite 
sides  of  the  centre  line.  Each  team  appoints  two 
goalmen,  who  stand  in  the  goals  on  their  opponents' 
territory,  opposite  their  own  side.     The  object  of  the 


32 

players  on  each  team  is  to  throw  the  ball  to  either  of 
their  own  goalmen.  Whenever  a  goalman,  without 
stepping  outside  his  own  goal,  succeeds  in  catching  a 
ball  which  has  not  been  touched  by  an  opponent,  he 
scores  one  for  his  side.  The  opposing  team  try  to 
intercept  the  ball  as  it  is  thrown ;  and  if,  before  it  is 
caught,  they  can  in  any  way  touch  it  without  entering 
a  goal,  they  score  one.  The  players  are  numbered, 
and  throw  in  turn,  the  sides  alternating.  A  thrower 
must  not  advance  beyond  the  middle  line.  A  game 
is  ended  when  all  the  players  on  each  side  have  thrown. 
The  side  having  the  larger  score  wins. 


32.    "CENTRE  BASE. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players  :  10  to  30. 
Apparatus :  Bean  bag  or  ball. 

One  player  takes  his  place  in  the  centre,  and  the 
other  players,  standing  a  little  apart  from  each  other, 
form  a  ring  round  him.  The  player  in  the  centre 
tosses  the  bean  bag  to  any  one  in  the  ring,  and  then 
runs  out.  The  player  to  whom  the  bag  is  tossed  must 
catch  it,  carry  it  to  the  centre  of  the  ring  and  put  it 
down,  and  then  chase  the  one  who  tossed  it,  who 
meanwhile  attempts  to  get  back  to  the  centre  and 
touch  the  bag  before  he  is  tagged.  If  the  chase  con- 
tinues too  long,  time  may  be  called  at  the  discretion 
of  the  teacher.  If  the  one  who  tossed  the  bag  is 
tagged,  he  may  either  go  out  of  the  game  or  take  the 


33 

place  in  the  ring  left  vacant  by  the  one  who  has  tagged 
him.  If  he  is  not  tagged,  he  tosses  again  from  the 
centre. 

If  the  game  is  played  in  the  school-room,  the  centre 
desk  can  be  used  as  a  base,  and  the  players  may  vault 
over  the  chairs  in  the  course  of  the  chase. 


33.    CENTRE  STRIDE  BALL. 

Grade :  Grammar,  High. 
No.  of  Players :  10  to  60. 
Apparatus :  Large  ball. 

One  player  stands  in  the  centre,  and  the  other  play- 
ers form  a  ring  round  him  by  standing  with  their  feet 
apart  and  with  each  foot  touching  a  neighbor's  foot. 
The  player  in  the  centre  tries  to  send  the  ball  out  be- 
tween the  players'  feet  by  batting  it  with  his  hand  so 
that  it  will  roll  along  the  floor.  The  players  protect 
themselves  by  batting  the  ball  back.  If  any  player 
fails  to  do  this,  and  so  allows  the  ball  to  pass  out  be- 
tween his  feet  or  at  his  right  side,  he  must  change 
places  with  the  player  in  the  centre. 

If  the  circle  is  large,  there  should  be  two  players  in 
the  centre  and  two  balls  in  play. 

The  game  may  also  be  played  with  variations.  The 
players  may  kick  the  ball  instead  of  batting  it ;  or  they 
may  keep  the  ball  moving  round  the  circle,  either  to 
the  right  or  the  left,  so  that  the  player  in  the  centre 
has  difficulty  in  getting  an  opportunity  to  bat  the  ball 
out. 


34 

34.    *MEDICEME  BALL. 
Grade:  All. 

No.  of  Players :  6  to  6o. 

Apparatus :  2  or  more  basket  balls,  medicine  balls,  or 
other  large  balls  of  uniform  size  and  weight. 

The  players  are  divided  into  two  or  more  files,  ac- 
cording to  the  number  of  players  or  the  number  of 
balls  obtainable.  The  players  in  each  file  stand  at 
equal  distances  from  one  another,  and  the  leader  of 
each  file  holds  a  ball.  The  positions  of  the  leaders 
and  of  those  in  the  rear  end  of  the  files  are  marked  on 
the  floor.  At  a  signal  each  leader  passes  the  ball  be- 
tween his  feet  to  the  one  behind,  who,  in  turn,  passes 
it  along  between  his  feet  to  the  next  player,  and  so  on 
to  the  end  player,  who,  after  making  sure  that  the 
ball  has  touched  the  mark  on  which  he  stands,  runs 
with  it  as  fast  as  possible  to  the  leader's  position  in 
the  front  of  the  file,  and  immediately  starts  it  down 
the  line  again  as  before.  Every  time  a  player  runs 
forward  with  the  ball,  the  others  of  that  file  all  move 
backward  somewhat,  in  order  to  give  the  runner  room 
in  front  and  keep  the  spaces  equal.  The  ball  must 
always  pass  between  the  feet  of  every  player  in  the 
file  ;  and,  if  a  crooked  pass  sends  it  out  to  one  side,  it 
should,  as  soon  as  possible,  be  brought  back  to  the 
line,  and  started  along  by  the  player  next  in  turn. 
The  file  which,  having  complied  with  these  require- 
ments, soonest  gets  back  to  its  original  position, 
wins. 


35 

Variation:  Arch  Ball.  The  ball,  instead  of  being 
passed  between  the  feet,  is  thrown  backward  over  the 
head  from  one  player  to  another.  In  all  other  re- 
spects the  game  of  Arch  Ball  is  identical  with  that  of 
Medicine  Ball. 

35.    TOUCH  BALL. 

Grade:  Grammar,  High. 

No.  of  Players:  ioto6o. 

Apparatus :  Medicine  ball  or  any  unwieldy  object. 

One  player  is  chosen  to  stand  in  the  centre,  and  the 
other  players  form  a  circle  round  him.  Space  is  left 
between  the  players,  so  that  the  one  in  the  centre  can 
run  in  and  out.  The  ball  is  passed  here  and  there  in 
any  direction  among  those  in  the  circle,  and  the  one 
in  the  centre  tries  to  touch  it.  If  he  succeeds  in 
touching  it  while  it  is  held  by  one  of  the  players,  that 
player  changes  places  with  him.  If  he  touches  it 
while  no  one  is  holding  it,  the  one  who  had  it  last 
must  change  places  with  him.  A  player  on  going 
into  the  centre  cannot  at  once  touch  the  ball,  but 
must  wait  until  some  other  player  has  handled  it. 
To  make  the  game  a  success,  the  players  should  co- 
operate to  keep  the  ball  from  the  player  in  the  centre, 
and  should  tease  him,  and  make  various  feints. 

Variation:  Circle  Catch  Ball.  In  this  game  a 
lighter  ball  should  be  used,  one  that  can  be  readily 
thrown  and  caught.  The  object  of  the  player  in  the 
centre  is  to  catch  the  ball.  A  mere  touch  does  not 
count.     Except  for  this  the  game  is  like  Touch  Ball. 


36 


36.    BOWL  BALL. 

Grade :  Grammar,  High. 
No.  of  Players :  6  to  30. 

Apparatus :  Indian  club  for  each  player ;  basket  ball ; 
handkerchiefs  for  half  the  number  of  players. 

Sides  are  chosen,  and  a  circle  is  formed  in  which 
the  players  stand  not  less  than  six  feet  apart,  with  the 
players  of  one  side  alternating  with  those  of  the  other. 
The  Indian  clubs  belonging  to  one  side  are  marked  to 
distinguish  them  from  the  others  by  tying  a  handker- 
chief round  each  one  of  them,  and  then  each  player 
sets  his  club  on  the  floor  behind  him.  The  object  of 
the  game  is  to  knock  down  the  opponents'  clubs  with 
the  ball,  and  at  the  same  time  to  protect  one's  own 
club.  The  ball  is  given  to  any  player  to  start  the 
game.  This  player  may  throw  the  ball  immediately 
at  an  opponent's  club  or  may  pass  it  to  a  player  of 
his  own  side.  The  ball  must  always  be  rolled  on  the 
floor,  or  must  at  least  have  touched  the  floor,  before 
it  knocks  down  a  club  or  is  caught  by  a  player. 
When  a  club  has  been  knocked  down,  it  must  be  set 
up  again  immediately,  and,  if  the  owner  of  the  club 
has  the  ball  in  his  possession,  he  must  set  up  his  club 
before  he  bowls  the  ball.  A  side  scores  a  point  for 
every  time  an  opponent's  club  is  knocked  down, 
whether  it  is  knocked  down  by  the  ball  or  by  the 
movement  of  its  own  guard.  The  side  which  has  the 
larger  score  at  the  expiration  of  the  time  limit  wins. 

The  interest  of  the  game  is  greatly  increased  by 
having  two  or  more  balls  in  play  at  the  same  time. 


37 


37.    BOMBARDMENT. 

Grade :  Grammar,  High. 

No.  of  Players:  10  to  60. 

Apparatus :  Indian  clubs,  half  as  rmany  as  there  are 

players ;  balls  or  bean  bags,  half  as  many  as  there 

are  players. 

Sides  are  chosen,  and  on  each  side  half  the  players 
are  appointed  as  guards  and  half  as  bowlers.  A  line 
is  drawn  to  divide  the  floor  into  two  equal  fields,  one 
for  each  side ;  and  the  ninepins  are  distributed  to  the 
guards  of  the  two  sides,  who  set  them  up  in  the  rear 
of  their  respective  battlefields.  The  pins  should  be 
arranged  at  equal  distances  from  each  other  in  rows 
that  are  themselves  at  equal  distances  apart,  and  in 
such  a  way  that  the  pins  of  one  row  alternate  with 
those  of  the  next.  Each  guard  stands  by  his  own  pin 
to  protect  it,  and,  if  it  is  knocked  down,  to  set  it  up 
again.  The  bowlers,  each  armed  with  a  ball  or  a 
bean  bag,  stand  between  the  guards  and  the  centre 
line.  The  object  of  the  game  is  to  knock  down  the 
opponents'  pins.  After  the  play  has  been  begun,  the 
balls  may  be  thrown  at  any  time  until  the  game  is 
ended.  The  bowlers  are  kept  supplied  with  ammuni- 
tion by  the  guards  on  their  side,  who  pass  to  them 
all  the  balls  that  come  into  their  territory.  Each  side 
scores  for  every  time  that  one  of  its  opponents'  pins 
is  knocked  down,  whether  it  be  by  a  ball  or  by  a 
player.  No  player  is  allowed  to  cross  the  centre  line. 
The  side  having  the  larger  score  when  the  time  limit 
has  expired  is  the  winning  side. 


3S 

The  game  may  be  varied  by  letting  each  player 
have  both  a  bag  and  a  ninepin.  It  may  also  be 
varied  by  allowing  the  pins  to  remain  down  when 
they  have  been  knocked  over,  the  object  being,  in 
that  case,  to  see  which  side  can  longest  keep  its  pins 
from  being  all  knocked  down.  In  both  variations  it 
is  allowable  for  the  players  to  protect  each  other's 
ninepins  as  well  as  their  own. 


38.    STRING  BALL. 

Grade :  Grammar,  High. 
No.  of  Players:  2  to  20. 

Apparatus :  Ball  attached  to  a  rope  ;  object  on  which 
to  hang  the  ball. 

The  ball  is  hung  from  a  piece  of  gymnastic  appa- 
ratus, or,  if  the  game  is  played  out  of  doors,  from  the 
limb  of  a  tree.  The  players  stand  about  it  in  a  circle. 
One  player  starts  the  game  by  striking  the  ball  with 
his  hand :  the  others  try  to  catch  the  ball  before  he 
can  hit  it  again  If  they  do  not  catch  the  ball,  he 
scores  one ;  and  he  continues  to  score  one  for  each 
time  he  hits  the  ball  until  the  ball  is  caught.  Then 
the  catcher  strikes  the  ball,  and  the  game  goes  on  as 
before. 


39. 


39.    PILLAR  BALL. 

Grade :  Grammar,  High. 
No.  of  Players :  8  to  40. 
Apparatus :  Basket  ball  or  volley  ball ;  pillar. 


39 


B 


\ 

goal  throwers  of  ft. 
guards  oi  A. 

/ 

(~\     Pillar  or  hoop. 

\ 

guards  of  8. 

A  line  is  drawn  round  the  pillar  eight  feet  from  the 
floor,  and  another  ten  feet  from  the  floor.  A  space 
is  left,  and  then  on  each  side  of  the  pillar  are  drawn 
four  parallel  lines  (i,  2,  3,  and  4  in  diagram)  for  the 
players  to  stand  upon.  The  players  divide  into  two 
sides,  A  and  B,  half  the  A  players  standing  on  lines 

1  and  3  of  their  own  side  of  the  field,  and  half  on  lines 

2  and  4  of  the  opposite  side  of  the  field.  B  arranges 
its  players  in  a  similar  manner.  The  players  standing 
on  lines  1  and  3  are  guards :  players  standing  on 
lines  2  and  4  are  goal  throwers.  All  players  face 
the  pillar  and  keep  one  foot  on  the  line,  although 
they  may  pass  from  side  to  side  as  far  as  to  the  next 
player.  The  game  is  started  by  the  umpire,  who 
throws  the  ball  up  in  the  air  in  the  central  space. 
Two  selected  guards,  one  from  the  first  line  of  each 
side,  jump  and  strike  at  the  ball,  and  then  return  to 


40 

their  places  in  line.  Each  side  tries  to  pass  the  ball 
as  quickly  as  possible  to  its  goal  throwers  in  the 
fourth  line,  these  being  the  only  ones  privileged  to 
throw  directly  at  the  pillar.  The  others  merely  help 
in  passing  the  ball.  The  guards  of  both  sides  try  to 
prevent  the  goal  throwers  on  their  side  of  the  pillar 
from  getting  the  ball  or  from  hitting  the  pillar,  and 
also  pass  the  ball  to  their  own  goal  throwers  on  the 
opposite  side  of  the  pillar.  The  goal  players  try  to 
make  the  ball  strike  their  opponents'  space  on  the 
pillar ;  that  is,  the  space  between  the  two  horizontal 
lines. 

Stepping  off  the  line  with  both  feet,  hugging,  bat- 
ting, or  kicking  the  ball,  pushing,  and  rough  play  are 
all  fouls.  So,  too,  is  striking  a  player,  although  it  is 
allowable  to  strike  a  ball  out  of  a  player's  hands,  so 
long  as  the  player  himself  is  not  struck.  When  a 
foul  is  made,  the  goal  throwers  of  the  opposite  side 
have  a  free  throw  for  the  pillar. 

A  strike  made  from  the  field  counts  two  points: 
one  made  by  a  free  throw  after  a  foul  counts  one 
point.  If,  after  a  free  throw,  the  ball  fails  to  strike, 
it  is  in  play ;  and  the  game  goes  on  as  before. 

The  game  may  be  varied  by  having  a  ring  or  hoop 
in  place  of  the  pillar,  the  object  being  to  send  the 
ball  through  the  hoop.  The  hoop  should  be  sus- 
pended ten  feet  from  the  ground. 


4i 


4a    FLYING  TARGET. 

Grade:  High. 
No.  of  Players:  10  to  40. 
Apparatus:  Basket  ball;  tennis  balls,  half 
as  there  are  players. 

/  h 


as  many 


x  O  y 


Out  of  doors  a  rectangular  field,  abed,  is  marked, 
and  the  lines  ef  and  gh  are  drawn  across  the  field 
parallel  to  the  end  lines,  so  as  to  form  two  smaller 
rectangles,  x  and  y.  Indoors  two  opposite  sides  of 
the  rectangle,  ad  and  be,  may  be  formed  by  the  walls 
of  the  room  ;  but  the  other  two  sides,  ab  and  dc,  must 
be  drawn  a  few  feet  away  from  the  walls,  so  as  to 
leave  a  space  beyond  each  end  of  the  rectangle.  An 
umpire  is  appointed,  and  sides  are  chosen.  The 
players  of  one  side  stand  here  and  there  in  x,  and 


42 

those  of  the  other  scatter  in  y.  The  best  throwers  in 
x  take  the  tennis  balls,  and  stand  in  front.  The 
umpire  stands  in  the  centre,  and  holds  the  basket 
ball.  The  game  is  started  by  the  umpire's  throwing 
the  basket  ball  straight  up  in  the  air  fifteen  or  twenty 
feet.  The  throwers  in  x  try  to  throw  their  tennis 
balls  so  as  to  hit  the  basket  ball  before  it  comes  to 
the  ground.  Meanwhile  the  players  in  y  try  to  catch 
the  tennis  balls,  and,  failing  in  that,  try  to  keep  them 
from  crossing  the  rear  line,  cd.  For  every  time  the 
basket  ball  is  hit,  the  team  in  x  score  six  points,  and 
for  every  tennis  ball  that  crosses  the  rear  line,  cd, 
they  score  three;  but  for  every  tennis  ball  that  is 
caught  the  team  in  y  score  a  point.  After  every 
throw  by  the  umpire  the  points  scored  are  counted, 
and  the  difference  credited  to  the  proper  side.  After 
every  throw,  too,  the  sides  change  in  their  play ;  and 
those  who  were  throwing  take  their  turn  at  catching. 


41.    BALL  HIT. 

Grade:  High. 

No.  of  Players:  8  to  20. 

Apparatus :  Tennis  ball. 

The  players  are  divided  into  two  teams,  which  have 
their  innings  alternately.  Chalk  circles,  large  enough 
for  one  player  to  stand  in,  are  used  as  goals,  and  as 
many  of  them  as  there  are  players  on  one  team  are 
marked  off  at  some  distance  apart  from  each  other  in 
a  square  or  a  circle.     When  team  A  has  its  inning, 


43 

each  A  player  stands  in  a  goal,  while  team  B  is  free 
in  the  enclosed  space.  Team  A  starts  the  game  by 
the  preliminary  play  of  tossing  the  ball  once  round 
the  ring  from  player  to  player.  The  object  there- 
after is  to  put  out  the  B  men,  one  at  a  time,  by  hit- 
ting them  with  the  ball.  In  order  to  accomplish  this, 
the  A  players  may  pass  the  ball  from  one  to  another 
in  their  own  team  until  a  good  chance  offers  to  hit 
one  of  the  B's.  During  the  passing  among  the  A's 
the  ball  must  be  tossed ;  but,  when  an  attempt  is 
made  to  hit  a  B  player,  the  ball  must  be  thrown.  An 
A  may  leave  his  goal  to  catch  a  ball,  if  necessary,  but 
must  have  at  least  one  foot  in  it  when  throwing  to 
put  out  a  B.  Any  infringement  of  these  rules  is  a 
foul,  as  is  also,  a  failure  to  hit  a  B  when  a  throw  is 
attempted.  Five  fouls  put  a  player  out.  When  half 
the  players  of  either  team  are  out,  the  inning  is  ended. 
The  score  is  found  by  counting  the  difference  be- 
tween the  numbers  of  players  left  on  the  two  teams, 
the  difference  being  credited  to  the  team  having  the 
greater  number.  The  next  inning  then  begins  with 
the  position  of  the  teams  reversed,  B  playing  in  the 
goals,  and  A  in  the  centre.  The  game  may  consist 
of  any  even  number  of  innings  previously  agreed 
upon. 

The  difficulty  and  interest  of  the  game  may  be  in- 
creased in  several  ways :  ( i )  the  number  of  fouls  that 
disqualify  a  player  may  be  reduced  (even  to  one,  with 
skilful  players) ;  (2)  when  an  A  player  in  a  goal 
attempts  to  put  out  a  B,  he  may  be  required  to  call 


44 

out  correctly  the  name  of  the  B  he  intends  to  hit ; 
(3)  the  B  players  in  the  centre  may  be  deprived  of 
any  part  of  the  floor  space,  as,  for  example,  by  group- 
ing benches  in  the  middle  of  it,  so  that  the  B's  have 
to  dodge  round  the  outside  of  the  benches ;  (4)  three 
less  goals  may  be  used,  and  three  men  reserved  from 
each  team  to  fill  the  vacancies  in  their  teams  as  fast 
as  they  occur,  in  which  case  the  fourth  man  out  on 
either  side  ends  the  inning,  and  the  score  made  is 
one. 


42.    BALL  STAND. 

Grade:  Grammar,  High. 
No.  of  Players :  6  to  60. 
Apparatus :  Free  wall  space  in  a  room ;  ball. 

The  players  are  numbered,  and  stand  near  one  cor- 
ner of  the  room.  One  of  them  bounces  the  ball 
against  the  wall,  calling,  at  the  same  time,  one  of  the 
numbers  given  to  the  players.  Thereupon  all  the 
players  except  the  one  whose  number  has  been  called 
run  as  far  away  from  the  ball  as  they  can.  He,  on 
the  other  hand,  runs  toward  the  ball,  and  gets  it  as 
quickly  as  possible.  As  soon  as  he  has  it,  he  stands 
still,  and  calls  "  Ball  Stand  !  "  Then  each  player  must 
stop  running,  and,  without  turning  his  head,  stand 
with  his  back  to  the  one  who  has  the  ball.  The  lat- 
ter, after  taking  time  to  aim,  throws  the  ball  to  hit 
some  one  on  the  back.  If  he  is  successful,  the  one 
who  has  been  struck  calls  out,  "  Hit  1 "     Upon  that 


45 

the  other  players  run ;  while  the  one  who  has  been 
struck  picks  up  the  ball,  and  calls  "  Ball  Stand  1 " 
The  game  continues  as  after  the  previous  calling  of 
"  Ball  Stand ! "  If  no  one  has  been  struck,  all  the 
players  return  to  the  corner,  and  the  one  who  failed 
to  hit  starts  the  game  as  before.  Count  must  be  kept 
of  the  number  of  times  each  player  fails,  and  for  every 
failure  a  forfeit  must  be  paid  at  the  end  of  the  game. 

Variation:  Line  Ball  Stand*  As  many  figures  as 
there  are  players  are  marked  in  numerical  order  in  a 
row  opposite  the  free  wall  space,  and  the  players  take 
their  positions  on  them.  The  leader  throws  the  ball 
against  the  wall,  and  names  one  of  the  figures.  The 
player  who  stands  on  the  figure  named  tries  to  get  the 
ball  as  quickly  as  possible,  while  the  other  players  try 
to  bat  it  away  from  him  with  their  open  palms.  At 
the  same  time  they  try  to  keep  out  of  his  reach  as 
much  as  possible.  His  neighbors  at  the  right  and  the 
left  are  especially  active  in  this,  because  they  know 
from  the  first  who  has  been  called.  If  it  is  10,  for  in- 
stance, 9  and  1 1  can  both  identify  him  without  a  mo- 
ment's delay.  When  the  one  whose  number  has  been 
called  succeeds  in  getting  the  ball,  he  cries,  "Ball 
Stand  !  "  The  game  then  goes  on  as  in  '  Ball  Stand,' 
with  one  exception.  Whether  the  throw  to  hit  a 
player  is  successful  or  not,  all  the  players  return  to 
the  line  after  it  has  been  made. 


46 


43.    MOUNT  BALL. 

Grade:  Grammar. 

No.  of  Players :  4  to  60. 

Apparatus :  A  small,  light  ball. 

A  leader  is  appointed,  and  the  other  players  range 
themselves  in  line  according  to  their  height.  They 
are  then  numbered  by  the  leader.  The  odd  numbers 
become  ponies,  and  the  even  numbers  riders.  They 
pair  off,  each  rider  taking  the  pony  to  the  right  of 
him,  and  form  in  two  concentric  circles,  with  each 
rider  behind  his  pony.  The  ponies  stand  with  feet 
apart,  hands  braced  on  extended  knees,  and  bodies 
inclined  forward.  At  the  signal  "  Mount  I  "  the  riders 
jump  astride  their  ponies,  and  the  leader  puts  the  ball 
in  play  by  throwing  it  to  one  of  the  riders,  who 
catches  it,  and  throws  it  to  some  other  rider.  The 
ball  is  kept  passing  among  the  riders  as  long  as  pos- 
sible ;  but  the  ponies  make  the  catching  difficult  by 
turning  to  the  right  or  the  left  or  by  facing  about,  as 
the  ball  approaches.  When  any  rider  fails  to  catch 
the  ball,  all  of  the  riders  dismount  and  run  from  the 
circle,  while  all  the  ponies  remain  in  place,  except  the 
pony  of  the  rider  who  missed  the  ball.  The  pony 
picks  the  ball  up,  and  throws  it  at  his  rider,  if  his 
rider  is  within  range,  and,  if  not,  he  throws  it  at  the 
nearest  rider.  If  no  rider  is  within  range,  he  may 
throw  the  ball  to  a  pony  who  is  nearer  than  he  is ; 
and  this  pony  then  throws  the  ball  at  a  rider,  prefer- 
ably at  the  one  who  missed  the  ball.     The  rider  who 


47 

is  aimed  at  may  fall  to  the  ground  or  jump  upward  to 
avoid  the  ball,  but  may  not  otherwise  leave  his  place. 
The  ball  should  strike  him  on  the  body.  Hand  and 
foot  touches  count  only  when  the  rider  is  off  the  floor, 
in  jumping  to  avoid  the  ball.  If  the  rider  is  properly 
hit,  the  players  exchange  places,  the  riders  becoming 
ponies,  the  ponies  riders,  and  the  game  continues.  If 
the  throw  is  unsuccessful,  the  game  proceeds  as  at 
first.  The  ball  must  not  be  held  by  any  player,  but 
must  be  kept  in  active  play  throughout  the  game. 
Each  rider  tosses  it  as  soon  as  he  receives  it,  no  mat- 
ter what  position  he  is  in  when  it  comes  to  him.  The 
leader  of  the  game  gives  the  signals  "Mount!" 
and  "  Dismount  1 "  and  determines  "  hits "  and 
"  misses." 

The  game  may  be  varied  by  instructing  the  riders 
to  run  into  the  circle  after  dismounting  instead  of 
running  away  from  it.  When  the  game  is  played  in 
this  way,  all  but  the  one  at  whom  the  ball  is  to  be 
thrown  should  kneel  or  lie  down. 

The  game  may  also  be  played  allowing  any  pony  to 
pick  up  the  ball,  and  then  having  the  ball  thrown  at 
the  nearest  rider. 


44.    WAR.* 
Grade:  High. 
No.  of  Players :  io  to  6o. 
Apparatus :  Basket  ball. 


•This  game  is  contributed  by  Mr.  J.  E.  Doldt,  Physical  Director  of  the  Rhode 
Island  State  Normal  School. 


48 

Two  concentric  circles  are  drawn  at  each  end  of 
the  gymnasium  floor.  The  size  of  the  circles  depends 
on  the  number  of  players.  When  there  are  thirty 
players  on  each  side,  the  diameter  of  the  inner  circle 
should  be  fifteen  feet,  and  that  of  the  outer  thirty 
feet.  The  inner  circle  is  the  fortress,  and  the  space 
between  the  two  circles  is  the  trench.  Behind  each 
trench  is  drawn  a  prison  ten  feet  square.  The  rest 
of  the  floor  is  the  battlefield.  The  players  are  di- 
vided into  two  teams,  which  take  possession  of  the 
two  fortresses.  Then  one  side  advances  to  attack 
the  fortress  of  the  other  side.  The  attacking  party 
has  the  ball,  which  represents  the  ammunition ;  and 
its  object  is  to  throw  the  ball  in  such  a  way  that  it 
will  strike  within  the  opponents'  fortress.  The  as- 
sailants surround  the  trench,  and  pass  the  ball  among 
themselves  until  a  favorable  opportunity  offers  for  a 
well-directed  shot.  By  making  this  preliminary  pass- 
ing quick,  they  confuse  the  enemy,  so  that  the  enemy 
does  not  know  from  what  quarter  to  expect  the  attack. 
If  one  of  the  assaulting  party  enters  the  enemy's  trench, 
he  may  be  tagged,  and  so  made  prisoner.  If  the  shot, 
when  finally  made,  is  successful,  the  assaulting  party 
scores  one,  and  all  of  its  men  who  are  held  prisoners 
are  set  free. 

The  defending  party,  during  the  attack,  stand 
within  their  trench  or  their  fortress,  and  try  to  block 
the  ball.  But,  if  the  ball  falls  into  their  hands,  they 
rush  as  quickly  as  possible  to  attack  the  enemy's 
fortress,  and  on  the  way  tag,  and  so  make  prisoners, 


49 

as  many  as  they  can  of  the  enemies  who  are  fleeing 
before  them.  The  tagging  must  be  done  with  the 
ball,  either  thrown  or  held  in  the  hand.  Arrived  at 
the  fortress,  the  attacking  party  attempt  to  throw  the 
ball  within  it,  and  the  game  goes  on  as  before.  The 
defending  party  may  go  outside  of  their  trench  to  get 
the  ball  if  they  wish,  but  they  run  the  risk  of  being 
made  prisoners  by  having  the  ball  thrown  by  the 
enemy  so  as  to  hit  them.  When  a  ball  is  aimed  for 
this  purpose,  if  the  player  at  whom  it  is  aimed  touches 
or  intercepts  it  in  any  way,  he  is  a  prisoner. 

Each  single  point  that  is  made  is  called  a  battle, 
and  the  side  that  wins  the  greater  number  of  battles 
within  the  time  limit  wins  the  game. 


45.    CURTAIN  BALL. 

Grade:  Grammar,  High. 

No.  of  Players:  10  to  60. 

Apparatus :  Curtain  or  screen  seven  feet  high. 

A  curtain  or  screen  is  stretched  across  the  centre 
of  the  room,  so  that  the  players  can  see  neither  under 
nor  over  it.  Half  the  players  stand  on  one  side,  half 
on  the  other.  One  player  throws  or  tosses  the  ball 
over  the  curtain,  and  a  player  on  the  other  side 
catches  the  ball  and  throws  or  tosses  it  back.  The 
object  of  the  game  is  to  make  the  ball  touch  the  floor 
on  the  opponents'  side.  Every  time  it  does  so  a  point 
is  scored  for  the  side  that  threw  the  ball.  The  game 
can  be  made  more  difficult  by  keeping  more  than  one 
ball  in  play. 


5© 


46.    HALEY  OVER. 

Grade :  Grammar,  High. 

No.  of  Players:  10  to  60. 

Apparatus :  Ball ;  house,  out  of  doors,  or  curtain,  in- 
doors. 

Two  parties  are  formed.  They  stand  on  opposite 
sides  of  a  house.  A  player  calls  "  Haley  Over,"  and 
throws  the  ball  over  the  house.  One  of  the  opposite 
party  tries  to  catch  it.  If  he  succeeds,  he  darts 
round  to  the  other  side  of  the  house.  There  he  may 
either  throw  the  ball  to  hit  one  of  the  players  or 
keep  the  ball  in  his  hand  and  tag  with  it.  If  he  suc- 
ceeds in  doing  either,  he  takes  the  player  whom  he 
has  hit  or  tagged  back  to  his  own  side,  and  gives  the 
ball  to  his  opponents  to  throw  again,  because  it  is  a 
disadvantage  to  throw  the  ball  and  an  advantage  to 
receive  it.  If  he  does  not  succeed,  he  stays  where 
he  is,  with  his  opponents,  and  the  ball  is  given  to  the 
side  he  has  just  left.  If  no  one  catches  the  ball  when 
it  is  thrown  over  the  house,  the  side  that  has  failed 
to  catch  it  calls  "  Haley  Over,"  and  throws  it  back. 
The  uncertainty  as  to  whether  a  ball  is  to  be  caught 
from  over  the  roof  or  whether  a  player  will  appear  to 
tag  gives  point  to  the  game.  The  side  wins  which 
gains  all  the  players.  A  referee  for  each  side  may 
be  appointed  if  necessary. 

The  game  can  also  by  played  by  throwing  the  ball 
over  a  curtain  stretched  in  the  gymnasium  or  in  a 
large  hall. 


5i 


47.    VOLLEY  BALL. 
Grade:  High. 
No.  of  Players :  2  to  30. 

Apparatus :  Net  two  feet  wide,  of  length  to  suit  court ; 
volley  ball. 

A  court  is  marked  off  seventeen  by  forty  feet  if  for 
two  players,  but  larger  if  there  are  a  greater  number, 
about  ten  square  feet  being  allowed  for  each  player. 
A  net  is  stretched  to  divide  the  court  in  halves  length- 
wise. The  top  line  of  the  net  should  be  six  feet  six 
inches  above  the  floor ;  and,  if  the  net  is  stretched  be- 
tween poles,  they  must  be  at  least  one  foot  outside 
the  lines. 

The  game  consists  in  keeping  the  ball  in  motion 
back  and  forth  across  the  net  by  striking  it  with  the 
open  hand.  The  ball  must  not  be  allowed  to  go  out- 
side the  court  or  to  touch  the  floor. 

A  member  of  one  side  starts  the  game  by  standing 
with  one  foot  on  the  back  line  of  the  court  and  with 
the  other  foot  behind  the  line,  and  from  there  serving 
the  ball  by  tossing  it  lightly  from  one  hand  and  bat- 
ing it  with  the  palm  of  the  other  hand.  Two  trials 
are  allowed  to  send  it  into  the  opponents'  court.  If 
a  ball  in  service  threatens  to  strike  the  net  or  to  fail 
to  enter  the  opponents'  court,  another  player  of  the 
same  side  may  strike  it,  and,  if  necessary,  still  other 
players  of  the  serving  side  may  do  the  same ;  but  no 
player  may  strike  more  than  twice  in  succession,  and 
the  server  may  not  strike  more  than  once.     If,  how- 


52 

ever,  the  ball  goes  outside  the  court  or  strikes  the  net, 
after  having  been  hit  by  two  or  more  players  on  the 
serving  side,  the  server  may  not  have  a  second  trial. 
And,  if  a  service  strikes  a  player  on  the  side  of  the 
server,  the  server  is  out  unless  the  ball  bounces  into 
the  opponents'  court.  A  player  continues  serving 
until  he  makes  two  faults  in  succession  during  service 
or  until  his  side  does  not  return  the  ball. 

In  returning,  as  weH  as  in  serving  the  ball,  any 
number  of  players  on  the  same  side  may  strike  the 
ball  to  send  it  across  the  net ;  but  no  player  may  strike 
more  than  twice  in  succession.  The  volleying  of  the 
ball  continues  until  one  side  fails  to  return  it  or  until 
it  touches  the  floor. 

A  ball  which  hits  the  net,  if  not  a  service  ball, 
counts  as  a  failure  in  returning.  If  the  ball  hits  the 
net  during  service,  it  is  "  dead,"  and  counts  as  a  trial 
serve.  If  any  one  touches  the  net  while  playing,  it 
puts  the  ball  out  of  play,  and  counts  for  the  opposite 
side ;  and,  if  any  player  catches  or  holds  the  ball  for 
an  instant,  that  also  counts  for  the  opposite  side. 

If  the  ball  strikes  any  object  except  the  floor  and 
bounces  back  into  the  court,  it  is  still  in  play. 

Each  good  service  unreturned  scores  one  for  the 
serving  side,  and  the  serving  side  also  scores  whenever 
the  opponents  fail  to  return  a  ball  which  is  in  play. 
A  side  only  scores  when  serving.  An  inning  is  fin- 
ished when  each  player  has  served  in  turn,  and  a  game 
consists  of  any  number  of  innings  previously  agreed 
upon. 


53 


48.    CAPTAIN  BALL. 
Grade :  Grammar,  High. 
No.  of  Players :  14  to  30. 
Apparatus :  Basket  ball,  volley  ball,  or  indoor  base-ball. 

The  players  are  divided  into  two  teams,  and  each 
team  appoints  a  captain.  The  positions  the  players 
take  vary  according  to  the  number  who  take  part  in 
the  game.  A  game  with  fourteen  players  is  as  fol- 
lows :  — 

Circles  are  drawn,  and  the  players  stationed  as  in 
diagram  No.  1.  The  circles  may  be  from  two  to  five 
feet  in  diameter,  according  to  the  skill  of  the  players. 
Three  feet  is  a  good  average.  As  will  be  seen  from 
the  diagram,  each  team  has  in  one-half  the  field  three 
men  (homes)  stationed  within  the  circles,  and  in  the 
other  half  of  the  field  three  men  (defenders)  stationed 
outside  the  circles,  and  one  man  who  is,  at  the  begin- 
ning of  the  game,  stationed  in  the  centre  of  the  field. 
The  homes  may  not  leave  their  circles,  nor  the  defend- 
ers enter  them.  Each  defender  must  remain  near 
the  circle  he  guards,  but  the  men  in  the  centre  may 
run  anywhere  except  inside  the  circles. 

The  object  of  each  team  is  to  pass  the  ball  to  its 
own  captain  by  means  of  the  players  in  the  two  cir- 
cles nearest  him,  and  every  ball  thus  caught  by  a  cap- 
tain scores  one  for  his  team.  The  captain  cannot 
score  a  point  on  a  ball  received  directly  from  his  free 
centre  man  nor  from  any  of  the  defenders  on  his  side, 
but  only  from  his  own  homes.    The  ball  is  put  in  play 


54 


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57 

by  being  tossed  up  between  the  two  opposing  centre 
players,  at  least  one  of  whom  must  touch  it  before 
any  of  the  other  players  are  allowed  to.  Both  hands 
on  a  ball  are  necessary  to  secure  it.  In  case  of  doubt 
as  to  which  player  first  put  both  hands  upon  it,  the 
ball  should  be  tossed  up  again  in  the  centre.  The 
game  may  consist  of  two  halves  of  from  ten  to  thirty 
minutes  each,  and  the  team  scoring  the  greater  num- 
ber of  points  wins.  In  the  second  half  the  players 
should  reverse  their  positions,  so  that  all  those  pre- 
viously standing  in  the  circles  shall  then  be  outside 
and  vice  versm. 

The  following  are  fouls :  running  with,  kicking,  or 
handing  the  ball ;  snatching  or  batting  the  ball  from 
the  opponent's  hands ;  holding  the  ball  more  than 
three  seconds ;  bouncing  the  ball  more  than  three 
times  in  succession ;  unnecessary  roughness.  It  is 
also  a  foul  if  either  the  defenders  or  the  centre  play- 
ers step  with  even  one  foot  inside  the  circles  or  if  a 
home  steps  with  both  feet  outside  his  circle.  In  case 
a  home  jumps  to  catch  a  ball  and  lands  on  one  foot 
outside,  it  is  not  a  foul  if,  without  stirring  the  foot  on 
which  he  stands,  he  can  and  does  replace  his  other 
foot  inside  his  circle. 

When  a  foul  has  been  made  on  one  side,  the  ball 
goes  to  the  other  side ;  and  one  of  the  homes  of  that 
side  has  a  free  chance  to  throw  to  his  captain,  the 
captain's  opponent  being  allowed  to  prevent  the  catch 
if  possible,  but  no  one  being  allowed  to  guard  the 
thrower. 


58 

If  the  game  is  played  by  more  than  fourteen,  more 
circles  may  be  used  or  more  free  men  may  play  in 
the  centre  field.  Diagram  No.  2  suggests  a  possible 
arrangement.  The  rules  for  the  game  remain  the 
same. 

When  the  class  is  large  and  the  time  is  limited, 
the  game  may  be  played  according  to  diagram  No.  3. 
The  field  is  divided  by  a  centre  line,  which  the  play- 
ers cannot  cross.  None  of  the  players  have  circles 
but  the  captains.  The  rest  stand  in  what  is  approxi- 
mately a  large  ring.  Half  of  them  act  as  homes,  and 
the  other  half  as  guards. 


49.    BALL  AND  BASES. 

Grade :  Grammar,  High. 
No.  of  Players :  6  to  20. 
Apparatus:  Ball. 

A  place  is  marked  for  home  plate,  and  three  other 
bases  are  marked  to  complete  the  diamond,  as  in 
base-ball.  Sides  A  and  B  are  chosen.  No.  1  of  side 
A  is  the  batter,  and  stands  on  the  home  plate.  No. 
1  of  side  B  is  pitcher,  and  stands  not  less  than  five 
places  from  him.  The  pitcher  tosses  the  ball  to  the 
batter,  who  strikes  it  with  his  hand  as  far  as  possible 
in  any  direction,  and  runs  to  the  first  base,  and  then 
to  the  second  and  the  third  bases,  and  to  the  home 
plate,  or  so  far  as  he  can,  before  the  pitcher  has 
picked  up  the  ball,  and,  holding  it  in  his  hand,  has 
touched  the  home  plate  with  it.     The  batter  scores 


59 

as  many  points  for  his  side  as  he  has  run  bases  before 
the  home  plate  is  touched.  If  the  pitcher  catches 
the  ball  on  the  fly,  the  batter  is  out.  If  the  runner 
reaches  the  third  base  before  the  ball  is  returned  to 
the  home  plate,  he  may  remain  there,  and  try  for  the 
home  plate  when  the  next  batter  of  his  side  strikes 
the  ball ;  and,  if  he  reaches  it  then,  he  scores  four 
for  his  side.  Touching  all  the  bases  on  one  run  is 
called  a  home  run,  and  counts  five.  After  a  play  has 
been  made,  No.  2  of  side  A  takes  his  place  at  the 
home  plate,  and  No.  2  of  side  B  is  pitcher.  When 
all  the  A's  have  batted  and  all  the  B's  have  pitched, 
an  inning  has  been  played.  The  B's  then  come  to 
the  bat,  and  the  A's  pitch.  Any  even  number  of 
innings  constitutes  a  game. 


50.    BOSTON  BALL. 
Grade:  High. 
No.  of  Players:  18. 
Apparatus :  Indoor  base-ball. 

Sides  are  chosen,  called  A  and  B.  A  is  in  the 
field ;  and  B  has  the  first  inning,  or  chance  of  scoring. 
B  1  stands  on  the  home  plate  as  first  batter.  The 
pitcher  holds  the  ball,  and,  standing  within  the 
pitcher's  box,  tosses  the  ball  to  the  batter,  who 
catches  it.  The  object  of  the  batter  is  to  throw  the 
ball,  either  bowling  it  on  the  floor  or  throwing  it  no 
higher  than  the  pitcher's  head,  across  line  FF.  While 
he  throws,  he  keeps  at  least  one  foot  on  the  home 


6o 

plate.  If  he  succeeds  in  his  throw,  the  ball  is  fair ; 
and  he  must  try  to  reach  the  first  base  before  the 
first  baseman  catches  the  ball,  which  may  be  thrown 

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to  the  first  baseman  by  any  player  in  the  field.  If 
the  first  baseman  has  the  ball  in  his  hand  and  his  foot 
on  the  base  before  the  batter,  or,  as  he  is  now  called, 
the  runner,  reaches  first  base,  the  runner  is  out.     But, 


6i 

if  the  runner  is  not  so  put  out,  having  reached  the 
first  base,  he  may  immediately  continue  his  course  to 
second  base  and  to  third  base  and  to  the  home  plate, 
unless  he  is  put  out  by  being  touched  with  the  ball 
by  an  opponent  when  he  is  between  bases,  or  unless 
the  ball  is  out  of  play  as  the  result  of  having  been 
returned  to  the  pitcher  in  his  box.  The  first  batter 
having  reached  the  first  base  or  any  succeeding  base 
or  having  been  put  out,  the  second  batter  takes  his 
place  at  the  home  plate,  and  follows  the  same  course 
as  the  first  batter.  Each  runner  who  reaches  the 
home  plate  scores  one  for  his  side.  Players  B  con- 
tinue to  bat  in  succession  until  three  have  been  put 
out.  Then  half  an  inning  is  ended,  and  the  sides 
change,  A  coming  to  the  bat  and  having  a  chance  to 
score. 

When  the  pitcher  prevents  the  batter's  ball  from 
crossing  line  FF,  a  strike  is  recorded  against  the  batter; 
and,  when  three  strikes  have  been  made,  the  batter 
must  run,  and  is  entitled  to  the  first  base  if  he  reaches 
it  before  the  first  baseman  catches  the  ball.  It  is  to 
be  noted,  however,  that  no  player  but  the  pitcher  is 
allowed  to  prevent  the  ball  from  crossing  FF  after  it 
has  entered  the  box. 

The  batter  makes  a  foul  when  he  throws  the  ball 
across  the  line  running  between  first  and  third  bases, 
but  outside  of  points  FF  or  if  he  throws  the  ball  across 
line  FF  above  the  height  of  the  pitcher's  head.  Four 
fouls  put  the  batter  out. 

If  the  ball  does  not  cross  the  line  from  first  to  third 


62 


bases,  it  must,  unless  it  is  a  strike,  be  played  over 
again.  If  the  ball  is  caught  on  the  fly,  the  batter  is 
out. 

The  ball  is  in  play  as  soon  as  it  leaves  the  batter's 
hands,  except  in  case  of  a  foul.  After  the  ball  has 
been  put  in  play,  it  remains  in  play  until  it  is  in  the 
pitcher's  hand  and  he  is  in  his  box. 

If  the  first  batter  is  left  on  first  base  when  the 
second  batter  throws  a  fair  ball  or  when  he  has  made 
his  third  strike,  the  first  batter  must  reach  second 
base  before  he  is  put  out.  Under  these  circum- 
stances, he  is  forced ;  and,  to  put  him  out,  it  is  only 
necessary  for  some  one  of  the  opposing  team  to  reach 
the  base  with  the  ball  before  he  reaches  the  base. 
Touching  the  base  with  any  part  of  the  body  en- 
titles a  player  to  a  base. 

A  runner  is  forced  from  first  base  when  the  batter 
throws  a  fair  ball  or  makes  three  strikes  ;  he  is  forced 
from  second  base  when  first  base  is  occupied  by  a 
runner  and  the  batter  throws  a  fair  ball  or  makes 
three  strikes ;  and  he  is  forced  from  third  base  when 
first  and  second  bases  are  occupied  and  the  batter 
throws  a  fair  ball  or  makes  three  strikes. 

The  object  of  a  runner  being  to  reach  the  home 
plate  as  soon  as  possible,  he  must  run  to  the  next 
base  and  on  to  the  home  plate  after  the  ball  has  been 
put  in  play,  if  he  can  do  so  without  being  put  out. 

A  runner  who  is  between  bases  when  the  ball  is 
out  of  play  because  it  has  been  caught  and  is  held  by 
the  pitcher  in  his  box,  must  return  to  the  base  he  has 
just  left. 


63 

If  a  batter's  ball  is  caught  on  the  fly  and  any  man 
on  base  has  run  to  the  next  base,  he  is  put  out  with- 
out being  tagged  if  the  baseman  standing  on  the  base 
which  the  runner  has  just  left  catches  the  ball  before 
the  runner  can  return. 

The  fielders  are  supposed  to  cover  certain  unde- 
fined portions  of  the  field.  If  an  outfielder  has  the 
ball,  an  infielder  should  be  ready  to  catch  the  ball 
from  him  and  pass  it  on  to  a  baseman.  The  catcher 
acts  as  baseman  at  the  home  plate. 

Any  number  of  innings  previously  agreed  upon  con- 
stitutes a  game,  and  the  side  which  has  made  the 
greater  number  of  runs  wins. 


NOTE:  RULES  FOR  OTHER  GAMES. 

Certain  games  have  been  excluded  from  this  book 
because  the  rules  for  playing  them  are  already  in 
print  and  easily  accessible.  Reference  to  these 
games  may  be  made  as  follows :  — 

Fist  Ball :  Rules  by  Ernst  Hermann,  Foxboro, 
Mass. 

Wicket  Polo,  or  Pin  Hockey :  Keith's  Official 
Guide,  published  by  the  H.  A.  &  W.  C.  Keith  Com- 
pany, Brockton  and  Providence. 

Newcomb :  Rules  by  Clara  Baer,  published  by 
Treidenke  Publishing  Company,  Milwaukee,  Wis. 


64 

All  other  "  Athletic  Games  and  Sports,"  including 
Basket  Ball  for  Women,  Tether  Ball,  Squash  Ball, 
and  Field  Hockey  (rules  by  Constance  Applebee), 
may  be  found  in  Spalding's  Athletic  Library,  16 
Park  Place,  New  York  City. 


RUNNING  GAMES. 


6/ 


5J.    #I  SAW. 

Grade :  Primary,  Lower  Grammar. 
No.  of  Players:  10  to  60. 

The  children  stand  in  the  aisles  of  the  school-room. 
The  teacher  asks  the  leader  of  the  first  file,  "  What 
did  you  see  ?  "  The  leader  makes  an  answer  that 
includes  the  mention  of  some  physical  action  which 
he  and  his  file  can  imitate.  He  says,  for  instance, 
"I  saw  a  horse  trotting  down  the  street  ";  and  then, 
followed  by  his  file,  he  trots  round  the  room,  and 
back  to  place.  The  teacher  asks  the  question  of  the 
leaders  of  the  other  files  in  turn,  and  the  game  is 
each  time  repeated.  The  answers  should  be  of  as 
great  variety  and  originality  as  possible.  The  follow- 
ing are  suggested :  — 

"  I  saw  a  butterfly  flying  over  the  flower  bed." 
"I  saw   a  man  walking  up  the  street,  playing  a 
trombone." 

"  I  saw  a  boy  running." 

"  I  saw  a  drum-major  leading  a  band." 

"  I  saw  a  bird  flying." 

"I  saw  a  lame  chicken  hopping." 

"  I  saw  a  man  sowing  wheat." 


52.    *DROP  THE  HANDKERCHIEF. 
Grade:  All. 

No.  of  Players:  10  to  30. 
Apparatus :  Handkerchief. 


68 


One  player,  A,  is  chosen  to  be  "it."  The  other 
players  stand  in  a  ring.  A  runs  outside  of  the  ring, 
drops  the  handkerchief  behind  some  player,  B,  and 
runs  on.  When  B  discovers  the  handkerchief,  he 
picks  it  up,  runs  after  A,  and  tries  to  tag  him.  If  A 
reaches  B's  place  in  the  circle  without  being  tagged, 
B  becomes  "  it."  But,  if  B  tags  A,  B  returns  to  his 
place,  and  A  is  "  it "  again.  If  B  does  not  discover 
the  handkerchief  until  A  has  passed  completely  round 
the  ring,  picked  up  the  handkerchief,  and  tagged  B, 
B  is  out  of  the  game,  and  must  stand  in  the  centre 
of  the  ring.  A,  in  that  case,  remains  "  it."  If  the 
number  of  players  is  small,  B  may  pay  a  forfeit  in- 
stead of  going  out  of  the  game. 


53.    *HERR  SLAP  JACK. 

Grade:  All. 

No.  of  Players :  10  to  30. 

One  player  is  chosen  to  be  "it,"  and  the  other 
players  form  a  circle.  The  one  who  is  "  it "  runs  out- 
side the  circle,  taps  some  one  on  the  back,  and  contin- 
ues to  run  in  the  same  direction  as  before.  The  one 
who  has  been  touched  immediately  runs  in  the  oppo- 
site direction.  When  the  two  meet,  they  make  each 
other  a  deep  curtesy,  and  then,  passing  each  other, 
try  to  gain  the  vacant  place  in  the  circle.  The  one 
who  reaches  the  place  first  remains  there,  and  the 
other  is  "  it."     In  making  the  curtesy,  the  heels  must 


69 

be  brought  together  again  before  the  player  can  go  on 
running.  Other  movements  may  be  taken  instead  of 
the  curtesy,  especially  gymnastic  movements.  The 
players  may  also  shake  hands  three  times,  clapping 
hands  each  time  between,  or  they  may  do  anything 
else  that  the  ingenuity  of  the  teacher  may  suggest. 

With  very  little  children  it  is  advisable  to  have  the 
game  as  simple  as  possible,  omitting  the  bow,  and 
having  them  merely  pass  each  other  to  the  right. 


54.    *CAT  AND  MICE. 

Grade*.  Primary,  Lower  Grammar. 
No.  of  Players :  6  to  6o. 

One  player  is  chosen  to  be  "  cat,"  and  five  or  more 
of  the  other  players  are  the  mice.  The  cat  hides  be- 
hind something,  as,  for  instance,  behind  the  teacher's 
desk.  Then  the  mice  steal  softly  from  their  places  to 
the  front  of  the  room,  where  on  the  desk,  or  any  other 
furniture,  they  make  a  little  nibbling  sound.  The  cat, 
on  hearing  this,  springs  out  from  her  hiding-place,  and 
tags  lightly  as  many  of  the  mice  as  possible.  But  the 
mice  scatter,  and  try  to  run  back  to  their  seats,  where 
they  are  safe.  Another  group  of  mice  then  creep  for- 
ward. The  same  player  may  continue  to  be  cat,  or,  if 
the  chase  has  been  long  and  hard,  a  new  cat  may  be 
chosen.  The  mice  who  are  caught  stand  in  some  des- 
ignated place  until  all  the  players  have  had  a  turn. 
The  swift,  quiet  running  and  the  characteristic  move- 
ments of  cats  and  mice  should  be  imitated  throughout 
the  game. 


7o 


55.    GOING  TO  JERUSALEM. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players:  10  to  60. 

Apparatus :  Chairs  or  stools,  one  less  than  the  number 
of  players ;  music,  if  it  is  desired. 

The  chairs  are  placed  in  a  line,  facing  alternately 
right  and  left.  A  march  is  played,  and  those  that  are 
in  the  game  either  march  or  run  round  the  line  of 
chairs.  Suddenly  the  music  stops,  and  the  players  all 
try  to  seat  themselves.  The  one  who  fails  to  get  a 
seat  takes  one  of  the  end  chairs  away  from  the  line, 
and  goes  out  of  the  game.  In  this  way  the  game  con- 
tinues until  only  one  player  is  left,  who  is  the  winner. 

Variations:  *  Going  to  Jerusalem  in  School-room. 

The  game  may  be  played  in  the  school-room  by 
marking  certain  desks  at  which  the  children  may  sit, 
and  by  rubbing  out  a  mark  each  time  they  seat  them- 
selves, until  there  is  only  one  marked  desk  and  one 
player  left. 

The  game  may  also  be  played  by  having  the  players 
pass  round  outside  the  desks,  and  at  a  given  signal  try 
to  find  seats  in  the  outside  rows  of  chairs.  Those 
who  do  not  succeed  stand  close  to  the  wall  when  the 
march  begins  again,  but  may  try  for  seats  with  the 
rest  at  the  next  signal,  so  that  no  one  is  permanently 
out  of  the  game. 

Going  to  Jerusalem  in  Gymnasium.  Stools  one  less 
than  the  number  of  players  are  placed  in  a  circle,  and 


7i 


an  extra  stool  is  put  in  the  centre.  The  player  who 
is  "  it "  stands  on  this  stool  while  the  other  players 
march  round  outside  the  ring.  At  a  given  signal  all 
the  players  try  to  seat  themselves  on  the  stools  in  the 
circle.  The  one  who  is  left  without  a  seat  is  "  it," 
and  stands  on  the  centre  stool,  while  the  players 
march  again. 

56.    *  STEPS. 
Grade:  All. 

No.  of  Players:  10  to  25. 
Apparatus:  Object  for  goal. 

The  players  are  drawn  up  in  line,  each  one  equally 
distant  from  the  goal,  which  is  some  such  object  as  a 
wall  or  a  line  marked  on  the  floor.  One  player  is 
chosen  to  be  "  it,"  and  stands  in  front  of  the  others, 
facing  them.  He  closes  his  eyes  and  counts  ten 
aloud,  then  instantly  opens  his  eyes.  While  his  eyes 
are  closed,  the  other  players  may  run,  walk,  or  move 
toward  the  goal  in  any  way ;  but,  before  his  eyes  are 
open,  they  must  stop.  All  whom  he  sees  moving  he 
may  send  back  to  the  starting-line.  The  players  win 
in  the  order  in  which  they  reach  the  goal ;  or,  if  it  is 
preferred,  the  first  player  who  reaches  the  goal  is 
"  it "  in  the  next  game. 

Variation :  Strike  the  Gong. 

Apparatus :  Jumping  standard ;  Gong ;  Whistle. 

A  line  is  drawn  across  one  end  of  the  room,  and  at 
the  other  end  the  gong  is  hung  on  the  jumping  stand- 


72 

ard.  One  player  is  chosen  to  be  "  it,"  and  stands  in 
the  middle  of  the  room.  The  other  players  stand  on 
the  line,  and  both  they  and  the  one  who  is  "  it "  face 
toward  the  gong.  Without  turning  his  head,  the  one 
who  is  "  it "  blows  his  whistle.  So  long  as  he  con- 
tinues blowing,  the  other  players  move  rapidly  toward 
the  gong.  When  he  stops,  he  turns  suddenly,  and 
they  all  stand  still.  Any  one  whom  he  sees  moving 
he  sends  back  to  the  starting-line.  He  then  faces 
the  gong,  moves  forward,  if  necessary,  to  keep  his  po- 
sition in  front  of  the  others,  and  blows  the  whistle 
again.  He  may  at  any  time  deceive  the  other 
players  by  pretending  he  is  going  to  blow  the  whistle, 
and  then  not  blowing  it,  but  turning  suddenly.  If  he 
does  blow  it,  however,  he  must  keep  his  face  turned 
toward  the  gong.  The  object  of  each  player  is  to 
steal  up  and  strike  the  gong.  When  all  have  struck 
it  or  when  the  time  limit  is  expired,  the  game  ends. 
The  first  who  struck  it  is  "  it "  in  the  next  game. 

*  Call  Tag.  One  player,  A,  is  chosen  to  be  "  it," 
and  the  others  form  a  file.  A  turns  his  back,  and 
counts  aloud  to  ten.  As  soon  as  he  begins  to  count, 
the  players  in  the  file  walk  forward ;  but,  when  he 
calls  "  Ten,"  they  stop  instantly,  in  whatever  position 
they  may  be.  Then  A  turns  rapidly,  and  calls  to  any 
one  who  is  moving.  If  it  is  B,  for  instance,  he  calls, 
"  Tag  B ! "  B  then  changes  places  with  him,  and 
becomes  "  it."  But  if  A  forgets  to  say  "  Tag  I "  be- 
fore B's  name,  B  calls  "  Forfeit  1 "  and  remains  in  the 


73 

file.  A  must  then  turn  his  back,  and  count  again. 
He  must  do  the  same,  also,  if  he  fails  to  see  any  one 
moving  when  he  turns.  Rapid  counting  will  increase 
the  difficulty  of  the  game  for  those  who  are  in  the 
file. 

The  game  may  also  be  played  by  dividing  the 
players  into  several  files,  and  appointing  for  each  file 
a  monitor  who  stands  at  the  head  of  the  file,  and  a 
little  to  the  right  of  it.  At  a  signal  from  the  teacher 
the  file  marches  forward,  and  continues  to  march 
until  the  teacher  calls  "  Halt ! "  Then  the  mon- 
itors turn  suddenly  and  tag,  as  in  the  other  form  of 
the  game. 

The  game  may  be  further  varied  by  substituting 
for  the  simple  march  a  march  with  hands  in  rest  po- 
sition and  heels  raised. 


57.    BUND  MAN'S  BUFF. 

Grade  :  Upper  Primary,  Grammar,  High. 
No.  of  Players:  10  to  60. 
Apparatus:  Handkerchief. 

One  player  is  blindfolded,  and  turned  about  three 
times  in  the  centre  of  the  room.  He  then  tries  to 
catch  one  of  the  other  players.  When  he  has  suc- 
ceeded, he  must  guess  whom  he  has  caught.  If  he 
guesses  correctly,  the  player  who  has  been  caught  is 
blindfolded.  If  he  does  not  guess  correctly,  he  must 
catch  another  player. 


74 


58.    STILL  POND. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players:  10  to  60. 
Apparatus :  Handkerchief. 

One  player  is  blindfolded,  and  stands  in  the  centre 
of  the  room.  The  other  players  move  round  until 
the  blindfolded  player  counts  ten  aloud,  and  calls, 
"Still  pond,  no  more  moving;  and  I'll  give  you  seven 
steps."  He  is  not  obliged  to  give  seven  steps,  but 
may  give  more  or  less  as  he  chooses.  The  players 
are  allowed  to  take  the  steps  he  has  given  in  any 
direction  and  at  any  time  to  avoid  being  caught ;  but, 
when  they  have  taken  the  given  number,  they  must 
stand  still.  When  the  blindfolded  player  has  caught 
one  of  the  others,  he  must  guess  whom  he  has  caught. 
When  he  has  succeeded,  the  player  whose  name  he 
has  guessed  changes  places  with  him. 


59.    FRENCH  BLIND  MAN'S  BUFF. 

Grade :  Grammar,  High. 
No.  of  Players:  10  to  30. 
Apparatus :  Handkerchief. 

All  the  players  are  numbered,  and  one  player  is 
blindfolded.  The  others,  standing  some  distance 
apart,  form  a  ring  about  him.  The  one  in  the  centre 
calls  out  two  of  their  numbers,  and  the  players  having 
these  numbers  change  places  at  once.     While  they 


75 

are  changing,  the  centre  player  tries  to  catch  one 
of  them.  If  he  succeeds,  he  takes  the  place  of  the 
player  he  has  caught ;  and  that  player  goes  in  the 
centre,  and  is  blindfolded  in  his  turn. 


60.    *KRENCH  BLIND  MAN'S  BUFF  IN 
SCHOOL-ROOM. 

Grade:  All. 

No.  of  Players:  10  to  60. 

Apparatus :  Handkerchief. 

One  player  is  blindfolded,  and  stands  in  front  of 
the  class.  The  others  are  seated  at  their  desks.  All 
of  the  players  are  numbered.  The  one  who  is  blind- 
folded calls  two  of  their  numbers  ;  and  the  players 
whose  numbers  have  been  called  stand  up  imme- 
diately, and  answer,  "  Here !  "  Two  more  numbers 
are  called,  and  the  players  so  designated  do  the  same 
as  the  first  two  did.  The  one  who  is  blindfolded 
then  calls  out,  "  Go  1"  At  once  the  players  who  are 
standing  change  places  according  to  the  order  in 
which  they  were  called,  the  first  two  changing  with 
each  other,  and  the  second  two  with  each  other. 
As  they  change,  they  pass  down  the  aisles,  and  cross 
in  front  of  the  class,  so  that  the  one  that  is  blind- 
folded may  have  a  chance  to  catch  one  of  them.  If 
he  succeeds,  the  one  who  has  been  caught  changes 
places  with  him. 


76 


6U    *BLIND  MAN'S  BUFF  WITH  A  WAND. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players :  10  to  30. 
Apparatus:  Handkerchief;  cane. 

One  player  is  blindfolded,  and  given  the  cane.  The 
other  players  join  hands,  and  dance  round  him  until 
he  taps  three  times.  Immediately  the  other  players 
stop.  The  blindfolded  player  points  with  the  cane  at 
some  one  in  the  ring.  The  one  at  whom  he  points 
must  take  the  end  of  the  cane,  and,  holding  it,  must 
answer  any  three  questions  the  blindfolded  player 
may  choose  to  ask.  The  player  who  answers  may, 
however,  disguise  his  voice.  If  the  blindfolded  player 
succeeds  in  guessing  who  is  speaking,  the  two  players 
change  places. 

Variation :  Animal  Blind  Man's  Buff*  Instead  of 
asking  questions,  the  blind  man  tells  the  player  to  imi- 
tate some  animal.  This  the  player  attempts  to  do. 
If  the  blind  man  says,  for  instance,  "  Imitate  a  dog ! ,r 
the  player  responds  with  "  Bow-wow  I  " 


62.    *MAILMAN. 

Grade:  Grammar,  High. 
No.  of  Players:  10  to  30. 

Each  player  names  himself  after  a  post-office.    One 
player  is  mail  man,  and  stands  in  the  centre.     The 


77 

rest  form  a  ring  round  him.  The  mail  man  calls 
out  the  names  of  two  of  the  post-offices,  and  the 
players  having  these  names  change  places  at  once, 
while  the  mail  man  tries  to  anticipate  one  of  them  and 
secure  the  vacant  place  for  himself.  Whoever  is  left 
without  a  place  become  the  next  mail  man.  Players 
who  do  not  run  as  soon  as  their  names  are  called  may 
be  required  to  pay  a  forfeit. 


63.    *TAG. 
Grade:  All. 

No.  of  Players :  6  to  6o. 

"  One  player  is  chosen  to  be  "  it."  He  chases  the 
other  players,  and  tries  to  tag  one  of  them.  If  he 
succeeds,  the  one  who  has  been  tagged  becomes  "it." 

\  Variations:  *  Secret  Tag.  This  game  is  played 
without  telling  who  is  "  it."  All  the  players  pretend 
to  tag ;  but  any  player  who  is  not  "  it "  whispers  to 
the  one  whom  he  tags,  "  I  am  not  *  it,'  "  while  the  one 
who  is  "  it "  must  say,  "I  am  *  it.'  " 

•  *  Stoop  Tag*  In  this  game  no  player  may  be  tagged 
while  he  is  in  a  stooping  position.  If  it  is  wished, 
the  number  of  times  that  a  player  may  be  allowed  to 
stoop  may  be  limited  at  the  beginning  of  the  game. 
After  a  player  has  stooped  the  allotted  number  of 
times,  he  can  escape  only  by  running.  A  further  va- 
riation may  be  made  by  substituting  for  the  stooping 
the  taking  of  any  gymnastic  position. 


7« 


1 


Cross  Tag.  If  any  player  runs  between  the  one 
who  is  "  it "  and  the  one  who  is  pursued,  the  latter 
cannot  be  tagged ;  but  the  one  who  has  crossed  be- 
tween must  be  chased  instead.  This  brings  co-opera- 
tion into  the  game. 

\Iron  Tag*  A  player  may  not  be  tagged  when  he  is 
touching  iron  with  his  hand.)  The  game  may  be 
varied  by  substituting  wood  or  stone  for  iron,  or  by 
requiring  that  the  object  be  touched  in  some  special 
way,  as,  for  instance,  with  the  elbow  or  the  foot  or 
with  four  fingers  at  once. 

*  Japanese  Tag.  The  one  who  has  been  tagged 
must  place  his  right  hand  on  the  spot  where  he  has 
been  touched,  whether  it  is  on  his  arm,  his  chest,  his 
back,  or  his  ankle ;  and  in  the  position  that  results  he 
must  chase  the  other  players  until  he  has  tagged  one 
of  them. 

*  Clasp  Tag.  The  one  who  is  "it"  clasps  his 
hands  behind  his  back,  and  keeps  them  there  until  he 
has"  tagged  one  of  the  other  players  with  them. 

Eenie,  Weenie,  Coxie,  Wanie.     The  one  who   is 

"it"  clasps  his  hands  in  front  of  him,  repeats  the 
words  "Eenie,  Weenie,  Coxie,  Wanie,"  and  then 
begins  to  chase  the  other  players.  He  can  tag  only 
with  his  clasped  hands.  The  first  player  whom  he 
tags  he  takes  as  his  partner.     With  his  right  hand 


79 

he  clasps  his  partner's  left  hand,  they  repeat  the 
words  "  Eenie,  Weenie,  Coxie,  Wanie,"  and  then  chase 
the  other  players,  and  tag  as  many  as  possible  with 
their  clasped  hands.  Every  player  who  is  once  tagged 
remains  "  it "  for  the  rest  of  the  game.  After  being 
tagged,  the  player  must  stand  still  and  repeat  the  re- 
quired words  before  he  begins  to  pursue  the  other 
players.  If  he  did  not  become  a  partner,  he  must 
catch  a  partner  for  himself. 

Line  Tag.  The  players  stand  in  three  or  more  lines, 
near  enough  together  to  join  hands,  whether  they  are 
facing  to  the  front  or  to  the  side.  At  the  beginning 
of  the  game  they  all  face  in  one  direction.  Then,  by 
joining  hands,  they  make  aisles  between  the  lines. 
The  first  player  in  the  first  line  runs,  tags  some  one 
on  the  back,  and  continues  to  run  here  and  there  be- 
tween the  lines  and  round  the  class.  The  one  who 
has  been  tagged  pursues.  Suddenly  the  teacher  calls, 
"Right  face!"  or  "Left  face!"  All  the  players 
then  drop  hands,  face  in  the  new  direction,  and  join 
hands  again.  This  makes  the  aisles  run  at  right 
angles  with  the  aisles  previously  formed,  and  the 
runners  must  change  their  course  accordingly.  The 
chase  continues  until  the  first  player  has  been  tagged 
or  the  time  limit  has  expired.  Then  two  more  players 
take  their  places.  The  direction  of  the  aisles  should 
be  changed  frequently  and  rapidly. 


8o 


64.    *  SCHOOL-ROOM  TAG. 


A 


Grade :  Primary,  Grammar,  High. 
No.  of  Players :  10  to  60. 


A  chalk  circle  is  drawn  in  the  front  of  the  room  to 
serve  as  goal.  One  player  is  chosen  to  be  "  it,"  and 
stands  ten  feet  from  the  goal.  The  other  players  sit 
at  their  desks.  The  one  who  is  "  it "  calls  the  name 
of  some  player.  Thereupon  the  one  whose  name  has 
been  called  tries  to  run,  pass  through  the  goal,  and 
return  to  his  seat  without  being  tagged.  The  one 
who  is  "  it "  also  passes  through  the  goal,  and  then 
pursues  the  runner.  If  he  succeeds  in  tagging  him, 
he  calls  another  name.  If  he  does  not,  the  player 
who  has  escaped  becomes  "  it." 


65.    *  EXCHANGE  TAG. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  60. 

Two  children  are  chosen  as  sheriffs,  and  stand  in 
front  of  the  room.  The  other  players  are  seated. 
Two  of  those  who  are  seated  signal  to  each  other 
to  exchange  seats.  As  they  run  to  do  so,  the  sheriffs 
try  to  catch  them.  Whoever  is  caught  is  a  prisoner, 
and  sits  upon  the  platform.  Any  number  of  players 
may  exchange  seats  at  the  same  time ;  but  no  one, 
even  to  escape  being  caught,  may  take  any  seat  ex- 
cept the  one  for  which  he  signalled. 


8i 


66.    *TAG  THE  WALL  RELAY  RACE. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  60. 

The  pupils  are  seated  so  as  to  have  the  same  num- 
ber of  players  in  each  row.  Then  the  teacher  gives 
the  signal,  "  Ready,  run  1 "  and  the  players  who  oc- 
cupy the  front  seats  in  the  rows  rise  and  run  forward. 
Each  player  touches  the  wall  directly  in  front  of  his 
aisle,  and  immediately  returns  to  his  place.  The  first 
to  seat  himself  wins.  The  teacher  then  commands, 
"  Next  row,  run  I "  and  the  children  in  the  second  row 
across  the  school-room  run  forward.  The  game  con- 
tinues until  all  the  children  have  had  a  turn.  -I«-att 
but  the  lowest  grades  the  interest  is  increased  by 
keeping  a  score  for  each  row. 

After  a  time  the  game  may  be  played  to  the  end 
with  no  pause  after  the  teacher  has  given  his  first 
command.  The  signal  for  the  running  of  each  child 
is  then  the  return  of  the  child  in  front  of  him,  but  no 
child  may  leave  his  place  until  the  one  in  front  of  him 
is  seated.  Accidents  will  occur  if  this  rule  is  not 
strictly  enforced.  The  row  that  completes  the  run- 
ning first  wins  the  game. 


J  67.    *RELAY  FLAG  RACE. 

Grade :  Primary,  Grammar,  High. 
No.  of  Players:  10  to  60. 

Apparatus:  United   States  flag;   State  flag  for  each 
row. 


82 

A  long  chalk  line  is  drawn  across  the  school-room 
in  front  of  the  desks.  The  children  are  seated  in 
files,  which  have  each  the  same  number  of  players ; 
and  a  State  flag  is  given  to  the  first  child  in  each  file. 
The  child  takes  the  flag  to  the  back  of  the  room,  and 
stands  opposite  his  aisle,  with  his  foot  touching  the 
wall.  At  the  signal,  "  Start  1 "  he  runs  down  his  aisle 
to  the  chalk  line,  makes  an  about-face,  and  runs  back 
to  his  starting-point.  There  he  is  met  by  the  second 
child  in  his  fileiwho  takes  the  flag  as  quickly  as  pos- 
sible, and  runs  (with  it  as  the  first  runner  did.  This 
continues  until  every  child  in  the  file  has  run.  The 
file  which  finishes  first  receives  the  United  States 
flag,  and  keeps  it  until  some  other  file  wins  it 
away. 

The  race  may  be  varied  by  having  the  children 
jump  between  desks  of  adjacent  rows,  by  having 
them  hop  down  the  aisle  on  the  right  foot  and  hop 
back  on  the  left,  or  by  having  them  stop  between 
desks  or  chairs  to  perform  definite  tasks,  such  as 
picking  up  and  replacing  beans  or  stones  or  perform- 
ing some  gymnastic  exercise. 


68.    *  TOMMY  TIDDLER'S  GROUND. 

Grade :  Primary,  Grammar. 
No.  of  Players:  io  to  6o. 

A  line  is  drawn  dividing  the  floor  into  two  parts. 
One  player  is  chosen  to  be  Tommy  Tiddler,  and 
stands  alone   on   his   side   of   the   line.     The  other 


83 

players  venture  across  the  line,  saying,  as  they  do  so, 
"  I  am  on  Tommy  Tiddler's  ground,  picking  up  gold 
and  silver."  While  they  are  there,  Tommy  Tiddler 
tries  to  tag  them ;  but  this  is  difficult  because,  when- 
ever they  wish,  they  may  run  back  to  their  own  side, 
where  they  are  safe.  When  Tommy  Tiddler  suc- 
ceeds, the  one  who  has  been  tagged  changes  places 
with  him. 

Sometimes  the  words,  "  Old  Man,  I'm  on  your 
Castle,"  are  used  by  the  players  when  they  cross  the 
line.  Then  the  game  is  known  as  "  Old  Man,  I'm  on 
your  Castle,"  and  not  as  "  Tommy  Tiddler's  Ground." 


69.    STONE. 
Grade:  Grammar. 
No.  of  Players :  10  to  60. 

Two  goals  are  marked  off,  one  at  each  end  of  the 
room ;  and  a  large  circle  is  drawn  half-way  between 
them.  One  of  the  players  represents  the  stone,  and 
sits  on  the  floor  in  the  centre  of  the  circle.  The 
other  players  dance  round  on  the  chalk  ring  until  the 
stone  jumps  up.  The  players  then  run  toward  either 
goal,  while  the  stone  tries  to  tag  as  many  as  possible 
before  they  reach  the  goals.  All  who  have  been 
tagged  become  stones,  and  go  back  and  sit  with  the 
first  stone  near  the  centre  of  the  circle.  The  players 
again  dance  round  until  the  first  stone  gives  a  signal. 
Then  all  the  stones  jump  up.  The  other  players  run 
for  the  goals,  and  the  stones  chase  them  and  tag  as 


84 

many  as  they  can.  The  game  continues  with  an  in- 
creasing number  of  stones  each  time  the  ring  is 
formed,  until  at  length  no  one  is  left  in  the  ring.  If 
it  is  wished  to  make  the  game  more  difficult,  the 
players  within  the  circle,  instead  of  sitting  down,  may 
lie  at  full  length. 

70.    *THE  BELLED  CAT. 

Grade :  Grammar,  High. 
No.  of  Players :  16  to  30. 
Apparatus:  Bell. 

A  bell  is  hung  round  the  neck  of  one  player,  who 
is  called  the  cat.  Two  other  players  are  blindfolded. 
The  rest  form  a  ring,  inside  which  the  two  blindfolded 
players  chase  the  cat.  The  one  who  succeeds  in 
catching  him  becomes  himself  cat,  wears  the  bell, 
and  chooses  some  one  from  the  ring  to  be  the  second 
blindfolded  player.  The  former  cat  goes  back  into 
the  ring. 

7  U    *  JACOB  AND  RACHEL. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players :  16  to  30. 
Apparatus :  Handkerchief. 

One  player  is  chosen  to  be  Jacob,  another  to  be 
Rachel :  the  others  join  hands  and  form  a  ring.  Jacob 
is  blindfolded,  and  chases  Rachel  round  inside  the 
ring.  Whenever  he  chooses,  he  may  call,  "Where 
art  thou,  Rachel  ? "  and  she  must  answer  him,  "  Here 


85 

am  I,  Jacob."  When  she  is  caught,  she  chooses  a 
new  Jacob  from  the  ring.  The  old  Jacob  takes  the 
place  thus  vacated  in  the  ring,  while  Rachel  is  blind- 
folded, and  chases  the  new  Jacob,  as  she  herself  has 
been  chased  by  the  old  Jacob.  When  she  calls, 
"  Where  art  thou,  Jacob  ? "  he  must  answer,  "  Here 
am  I,  Rachel "  ;  and,  when  he  is  caught,  he  chooses  a 
new  Rachel.  The  game  may  be  continued  indefinitely. 
When  the  number  of  players  is  large,  two  Jacobs  and 
two  Rachels  may  be  in  the  ring  at  once ;  but  each 
Jacob  must  catch  his  own  Rachel.  Time  should  be 
called  when  the  chase  is  too  long  continued. 


\ 


72.    *CAT  AND  RAT. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  30. 

One  player  is  chosen  to  be  the  cat  and  one  to  be 
the  rat.  The  other  players  join  hands  and  form  a 
ring,  with  the  cat  on  the  outside  and  the  rat  in  the 
centre.  The  cat  tries  to  catch  the  rat.  The  players 
favor  the  rat,  and  allow  him  to  run  in  and  out  of  the 
circle  under  their  clasped  hands  ;  but  they  try  to  pre- 
vent the  cat  from  following  him  by  lowering  or  rais- 
ing their  hands,  whichever  is  necessary.  When  the 
rat  is  caught,  he  joins  the  circle ;  and  the  cat  becomes 
rat,  and  chooses  a  new  cat  from  the  players.  Some- 
times, however,  it  is  advisable  to  choose  a  new  cat  as 
well  as  a  new  rat  each  time  that  the  rat  is  caught. 
When  there  are  a  large  number  of  players,  three  cats 


86 

may  be  chosen  to  chase  three  rats.  In  this  case  the 
cats  are  distinguished  by  handkerchiefs  tied  on  their 
arms. 


73.    HILL  DILL. 
Grade:  All. 
No.  of  Players:  10  to  60. 

Two  parallel  lines  are  drawn  near  the  centre  of  the 
room,  from  ten  to  fifteen  feet  apart.  One  player 
stands  between  them,  and  calls, — 

"  Hill  Dill, 
Come  over  the  hill, 
Or  else  I'll  catch  you 
Standing  still. " 

The  other  players  then  run  across  the  space  be- 
tween the  lines.  While  they  are  crossing,  they  may 
be  tagged.  All  those  that  are  tagged  join  the  player 
between  the  lines,  and  at  once  begin  helping  him. 
The  game  continues  until  every  one  has  been  tagged. 


74.    LAME  FOX  AND  CHICKENS. 

Grade :  Upper  Primary,  Grammar. 
No.  of  Players:  16  to  60. 

A  den  is  marked  off  for  the  fox  at  one  end  of  the 
room,  and  a  house  for  the  chickens  at  the  other  end. 
One  player  is  chosen  to  be  the  fox,  and  takes  his 
place  in  the  den.  The  other  players  are  the  chickens, 
and  stand  in  the  house.     At  a  given  signal  all  the 


87 

chickens  run  out ;  and  the  fox,  hopping  on  one  foot, 
chases  them,  and  catches  as  many  as  he  can.  Those 
that  are  caught  become  foxes,  and  go  to  the  den. 
A  second  signal  is  given :  the  chickens  return  to  the 
house,  and  the  original  fox,  who  has  up  to  this  time 
been  chasing  them,  joins  the  other  foxes  in  the  den. 
At  the  next  signal  all  the  foxes  hop  out  to  chase  the 
chickens,  and  each  fox  catches  as  many  chickens  as 
possible.  So  the  game  continues  until  all  the 
chickens  are  caught.  While  a  fox  is  out  of  the  den, 
he  may  change  from  one  foot  to  the  other,  but  may 
not  touch  both  feet  to  the  floor  at  the  same  time.  If 
he  does,  the  chickens  drive  him  back  to  the  den  with 
their  handkerchiefs ;  and  he  may  not  come  out  again 
until  the  next  signal  for  a  general  sally.  Both 
chickens  and  foxes  may  return  to  their  homes  at  any 
time  to  rest. 


75.    *  SCULPTOR. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players :  10  to  60. 

One  player  is  chosen  to  be  sculptor.  He  selects 
his  own  assistants.  Then,  with  their  help,  he  names 
all  the  other  players  after  well-known  statues,  and 
shows  each  player  how  to  take  the  position  of  the 
statue  that  he  is  to  represent.  The  sculptor,  if  he 
wishes,  may  also  arrange  several  players  in  a  group ; 
or,  when  the  number  of  players  is  large,  he  may  have 
five  or  six  players  take  the  same  position.     After  all 


88 

the  players  have  been  named  and  instructed,  they 
form  a  ring,  and  dance  round  until  the  sculptor  calls, 
"The  sculptor  is  at  home,"  and  counts  to  twenty. 
Each  player  must  fall  into  the  position  given  him  be- 
fore the  sculptor  finishes  counting.  Whoever  fails 
must  pay  a  forfeit.  The  positions  must  be  held  until 
the  sculptor  cries,  "The  sculptor  is  not  at  home." 
Then  the  players  all  dance  again  in  a  circle.  The 
game  may  be  made  more  difficult  by  requiring  each 
player  to  have  as  a  pedestal  some  particular  spot 
where  he  must  take  his  position.  Very  young  children 
may  be  asked  to  take  any  simple  gymnastic  position 
instead  of  that  of  a  statue,  or  they  may  imitate  statues 
of  animals  that  the  sculptor  is  supposed  to  have  made. 
Slightly  older  players  may  take  balance  positions, 
which  are  more  difficult. 


76.    TWELVE  O'CLOCK  AT  NIGHT. 

Grade :  Primary,  Grammar. 
No.  of  Players :  6  to  6o. 

A  den  is  marked  off  for  the  fox  in  one  corner,  and 
a  farm-yard  for  the  chickens  in  another.  One  player 
is  fox,  and  stands  in  his  den.  Another  player  is  the 
hen,  and  all  the  rest  are  her  chickens.  The  hen 
walks  up  to  the  fox's  den  with  the  chickens  behind 
her,  each  chicken  clasping  the  waist  of  the  player  in 
front.  The  hen  says,  "  If  you  please,  Mr.  Fox,  could 
you  tell  me  what  o'clock  it  is  ? "  If  he  replies  by 
naming  one  o'clock,  or  two,  or  any  hour  except  mid- 


89 

night,  she  may  go  away  in  safety,  and  return  later 
with  the  same  question.  But  when  he  says,  "  Twelve 
o'clock  at  night,"  she  and  her  chickens  must  run ;  for 
then  he  will  try  to  catch  one  of  them.  The  chickens 
are  not  obliged  to  keep  in  line  after  they  have  started 
for  the  farm-yard,  but  may  scatter  at  once.  If  one  of 
them  is  caught  before  he  reaches  the  yard,  he  be- 
comes the  fox.  If  no  chicken  is  caught,  the  game  is 
repeated  with  the  same  fox. 


77.    VIS-A-VIS. 

Grade:  Grammar,  High. 
No.  of  Players :  20  to  60. 

One  player  is  chosen  to  be  "it."  The  other  players 
stand  in  couples  about  the  room,  and  obey  the  orders 
of  the  one  who  is  "  it."  When  he  calls,  "  Face  to 
face  I "  the  two  in  each  couple  face  each  other. 
When  he  calls,  "  Back  to  back  I "  they  turn  their 
backs  on  each  other.  Finally,  when  he  calls,  "  Vis-a- 
vis 1 "  they  change  partners.  Then  the  one  who  is 
"it"  tries  to  secure  a  partner  for  himself.  The 
player  who  is  left  alone  is  "  it "  in  the  next  game. 


78.    SAVE  YOURSELF  IF  YOU  CAN. 

Grade :  Primary,  Grammar. 
No.  of  Players :  10  to  60. 

One  player  is  chosen  to  be  story-teller.     The  other 
players  form  in  a  semicircle  or  in  a  straight  line  with 


9o 

the  story-teller  in  front  of  them.  First  some  distant 
object  is  decided  upon  as  a  goal,  and  then  some  ac- 
tion, such  as  stamping  or  knocking  or  clapping  hands, 
is  agreed  upon.  The  story-teller  next  tells  a  story  in 
which  occur  the  words,  "  Save  yourself  if  you  can  1 " 
As  soon  as  they  are  pronounced,  all  the  players  run 
to  the  goal,  perform  the  action  previously  agreed 
upon  three  times,  and  return  to  their  former  places. 
The  last  to  get  back  is  the  next  story-teller.  Who- 
ever neglects  to  perform  the  action  at  the  goal  three 
times  is  shut  out  from  the  game. 


79.    PUSS  IN  THE  CORNER. 

Grade:  All. 

No.  of  Players:  10  to  30. 

Apparatus :    Goals,   one    less    than    the    number    of 
players. 

One  player  is  chosen  to  be  puss  ;  the  other  players 
stand  at  the  goals.  The  puss  walks  from  one  to  the 
other,  saying,  "  Poor  puss  wants  a  corner."  The  reply 
is  always,  "  Go  to  my  next  neighbor."  Meanwhile 
the  other  players  change  places  whenever  they  see  an 
opportunity.  The  puss  tries  to  secure  one  of  the 
vacant  goals.  If  he  succeeds,  the  person  left  without 
a  goal  becomes  the  puss. 

Variation:  Ball  Puss.  The  centre  player  has  a 
soft  ball,  and,  instead  of  getting  a  corner  himself,  tries 


9i 

to  hit  one  of  the  other  players  when  places  are  being 
changed.  If  he  succeeds,  the  one  who  has  been  hit 
must  be  the  centre  player. 


80.    *GARDEN  SCAMP. 

Grade:  Grammar. 

No.  of  Players :  10  to  30. 

One  player  is  chosen  to  be  gardener,  another  to  be 
scamp.  The  other  players  clasp  hands  and  form  a 
ring,  inside  which  the  gardener  and  the  scamp  carry 
on  the  following  conversation  :  — 

Gardener.     "  What  are  you  doing  in  my  patch  ? " 
Scamp.     "  Eating  berries." 
Gardener.     "  Who  let  you  in  ? " 
Scamp.     "  No  one." 

When  the  scamp  has  said  "  No  one,"  he  begins  to 
run  in  and  out  of  the  circle,  passing  among  the 
players  wherever  he  chooses.  The  gardener  follows 
in  his  path,  while  the  other  players  hold  up  their 
arms  to  let  both  gardener  and  scamp  go  through.  If 
the  gardener  catches  the  scamp,  the  scamp  becomes 
gardener,  and  chooses  a  new  scamp  from  the  ring.  If 
the  gardener  fails  to  follow  the  scamp  exactly,  the 
gardener  joins  the  ring;  and  the  scamp  chooses  a 
new  gardener.  If  it  is  wished,  the  gardener  may  be 
required  to  follow,  not  only  the  path  of  the  scamp,  but 
also  his  motions. 


92 


8J.    *HAVE  YOU  SEEN  MY  SHEEP? 

Grade :  Primary,  Grammar. 
No.  of  Players  :  10  to  30. 

A  ring  is  formed.  One  player  walks  round  the 
outside,  touches  some  one  on  the  back,  and  asks, 
"  Have  you  seen  my  sheep  ? "  The  one  who  has 
been  touched  replies,  "  How  was  he  dressed  ?  "  The 
player  on  the  outside  then  describes  the  dress  of  some 
third  player ;  and  this  third  player,  as  soon  as  he  rec- 
ognizes the  description,  tries  to  run  round  the  circle 
and  reach  his  own  place  again  before  the  player  on 
the  outside  can  tag  him.  If  he  is  tagged,  he  takes 
the  place  of  the  one  outside. 


82.    *  CROSSING  THE  BROOK. 

Grade :  Primary,  Lower  Grammar. 
No.  of  Players :  4  to  60. 

A  space  representing  a  brook  is  marked  on  the 
floor.  The  children  run  in  turn,  and  try  to  jump 
across  it.  Those  who  do  not  jump  far  enough  wet 
their  feet,  and  have  to  go  home  to  get  dry  stockings. 
So  they  stand  aside.  The  successful  jumpers  recross 
the  brook  with  a  standing  jump.  Those  who  fail  in 
this  go  home,  as  did  those  who  failed  in  the  first 
jump.  The  remaining  players  jump  again,  and  so  on 
until  only  one  is  left  who  is  dry-shod.  If  it  is  de- 
sired, every  jump  may  be  increased  in  length  and  dif- 
ficulty. 


93 


83.    *BIRDS. 

Grade :  Primary,  Grammar. 
No.  of  Players :  10  to  60. 

The  two  corners  in  the  front  of  the  school-room 
are  marked  off,  one  as  the  cage  and  the  other  as  the 
nest.  One  player  is  chosen  to  be  the  mother-bird, 
and  two  players  are  chosen  as  bird-catchers.  The 
mother-bird  stands  in  the  nest,  and  the  bird-catchers 
stand  half-way  between  the  nest  and  the  cage.  The 
other  players  sit  at  their  desks,  and  in  groups  of  four 
or  five  are  named  after  various  birds.  Then  the 
teacher  calls  the  name  of  one  of  the  birds.  The 
players  who  have  received  that  name  run  to  the  back 
of  the  room,  then  turn,  and  run  up  and  down  aisles 
and  across  chairs  to  the  nest.  The  bird-catchers  can- 
not begin  the  chase  until  the  birds  have  reached  the 
back  of  the  room.  The  birds  that  are  caught  by  the 
bird-catchers  before  they  cross  the  line  of  the  nest 
are  put  in  the  cage.  When  all  of  the  first  flight  of 
birds  are  either  captured  or  safe  in  the  nest,  the 
teacher  calls  the  name  of  a  second  bird.  Finally, 
when  all  the  birds  are  flown,  those  in  the  cage  are 
counted,  and  those  in  the  nest.  If  the  mother-bird 
has  the  larger  number,  she  wins :  if  otherwise,  the 
bird-catchers  win.  The  object  of  the  players  is  to 
defeat  the  bird-catchers. 


94 


84.    CUSHION  DANCE. 

Grade:  All. 

No.  of  Players :  6  to  30. 

Apparatus  :  6  cushions  for  every  12  or  14  players. 

The  cushions  are  set  upright  in  a  circle  on  the  floor, 
and  the  players  join  hands  and  form  a  ring  round 
them.  The  circle  formed  by  the  cushions  should  be 
nearly  as  large  as  the  ring  formed  by  the  players,  and 
the  cushions  may  be  placed  at  a  considerable  distance 
apart.  The  players  in  the  ring  dance  round ;  and 
each  player,  as  he  dances,  tries  to  make  his  neighbors 
knock  over  the  cushions  while  he  avoids  knocking 
over  any  himself.  The  penalty  for  knocking  over  a 
cushion  or  for  letting  go  of  hands  is  to  go  out  of  the 
game.  If  it  is  preferred,  Indian  clubs  placed  on  end 
may  be  substituted  for  the  cushions. 

Variation :  Slow  Poison.  The  cushions  are  placed 
a  foot  or  more  apart  in  a  group,  and  the  players  join 
hands  and  form  a  ring  round  them.  But,  instead  of 
dancing,  each  player  tries  to  pull  or  push  his  neigh- 
bors into  the  centre,  so  as  to  make  them  knock  down 
the  cushions.  At  the  same  time  he  tries  to  avoid 
knocking  down  any  himself.  The  penalty  for  knock- 
ing down  a  cushion  or  for  letting  go  of  hands  to  avoid 
doing  so  is  to  go  out  of  the  game.  As  in  Cushion 
Dance,  Indian  clubs  set  on  end  may  be  substituted 
for  the  cushions. 


95 


I     85.    WIDOWER,  OR  LAST  COUPLE  OUT. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players:  10  to  60. 

One  player  is  chosen  to  be  widower.  The  other 
players  stand  in  couples  behind  each  other.  The 
widower  takes  his  place  in  front  of  them,  facing  in 
the  direction  that  they  face.  Without  turning  his 
head,  he  calls,  "  Last  couple  out  1 "  The  last  two 
players  then  run  one  on  each  side  of  the  double  line, 
and  try  to  join  hands  in  front  of  it.  As  soon  as 
the  widower  can  see  either  of  them  without  turning 
his  head,  he  gives  chase.  If  he  tags  one  of  them, 
he  and  the  one  whom  he  has  tagged  form  a  couple, 
and  stand  at  the  head  of  the  line,  which  moves  back 
to  make  room  for  them.  The  remaining  player  be- 
comes widower.  If,  on  the  other  hand,  the  two  run- 
ners succeed  in  joining  hands  without  being  tagged, 
they  take  their  place  at  the  head  of  the  line ;  and  the 
game  is  repeated  with  the  same  player  as  widower. 

When  there  are  a  large  number  of  players,  two  sets 
may  be  formed,  facing  each  other.  The  two  widowers 
call  at  the  same  time.  The  last  couple  of  each  line 
run  to  join  hands,  not  in  front  of  their  own  line,  but 
at  the  rear  of  the  opposite  line.  The  widower  chases 
only  the  players  of  his  own  line ;  and  the  three  run- 
ners return  each  time  to  the  head  of  their  line,  and 
not  to  the  other  line.  There  are,  in  reality,  two  sep- 
arate games  going  on ;  and  the  only  difference  be- 


96 

tween  this  game  and  the  one  with  the  single  set  of 
players  is  the  point  where  the  last  couple  out  join 
hands.  Care  should  be  taken  that  every  player  un- 
derstands this  fact. 


*    86.    *  HURLY-BURLY  BEAN  BAG. 

Grade :  Grammar,  High. 

No.  of  Players:  10  to  60. 

Apparatus :  Bean  bag  for  each  row  of  seats. 

The  children  are  seated  so  that  all  the  rows  have 
the  same  number  of  players  in  them.  The  bean  bags 
are  distributed  to  the  players  in  the  front  seats.  At 
a  given  signal  each  child  who  has  a  bean  bag  throws 
it  back  over  his  head.  The  child  immediately  behind 
claps  his  hands  after  the  bean  bag  has  been  thrown, 
then  catches  it  or  picks  it  up,  and  throws  it  back  to 
the  next  player.  So  it  passes  up  the  row  to  the  last 
child,  who,  immediately  after  catching  it,  stands  on 
one  foot,  holds  the  other  in  his  hand,  and  hops  down 
the  aisle  to  the  front  of  the  room,  where  he  executes 
some  gymnastic  movement  previously  agreed  upon. 
While  he  does  this,  each  player  in  the  row  moves 
back  one  seat.  As  soon  as  he  ends  his  gymnastic 
movement,  he  seats  himself  in  the  front  seat,  which 
has  just  been  vacated,  and  starts  the  bean  bag  back 
as  it  was  started  at  the  beginning  of  the  game.  The 
game  continues  until  this  player  again  occupies  the 
rear  seat.  The  row  that  accomplishes  this  first  wins 
the  game. 


97 


Variations  may  be  made  by  having  the  bag  caught 
with  the  right  hand  and  thrown  with  the  left  or  by 
having  some  gymnastic  exercise  substituted  for  the 
clapping  of  hands. 

^    87.    *RELAY  BEAN  BAG  RACE. 

Grade :  Grammar,  High. 

No.  of  Players :  10  to  60. 

Apparatus :  Bean  bag  for  each  player ;  2  baskets. 


a  —  basket. 

b  c — line  of  bean  bags. 


c  d  a  —  line  of  players, 
c  e  f  —  course  of  runners. 


Two  baskets  are  placed  opposite  each  other,  or  two 
chalk  circles  about  twelve  inches  in  diameter  are  drawn 
on  the  floor.  With  these  as  a  starting-point,  the 
bean  bags  are  arranged  in  two  parallel  lines,  which 
have  each  the  same  number  of  bags  in  them.  The 
players  choose  sides  and  form  two  semicircles,  with 
the  lines  of  bean  bags  as  the  diameters  of  the  semi 


98 

circles.  The  leaders  of  the  two  sides  stand  at  the 
opposite  end  from  where  the  baskets  are.  At  a  given 
signal  each  leader  runs  behind  his  own  semicircle  to 
the  other  end  of  the  line,  and  from  there  passes  be- 
tween the  two  baskets,  picks  up  the  first  bean  bag  in 
his  line,  and  puts  it  in  his  basket.  He  then  returns 
behind  his  own  semicircle,  and  tags  the  player  who 
stands  second  in  line.  This  player  runs  and  picks  up 
the  second  bean  bag.  So  the  game  continues.  That 
side  wins  which  first  gets  all  the  bean  bags  in  its 
basket. 


88.    BEARS  AND  CATTLE. 

Grade:  All. 

No.  of  Players :  10  to  60. 

A  goal  is  marked  in  each  corner  of  the  room  on 
one  side,  and  a  third  goal  is  marked  in  the  middle  of 
the  opposite  side  to  serve  as  den.  One  player  is  the 
bear  and  stands  in  the  den.  The  other  players,  who 
represent  cattle,  divide  into  two  groups  and  stand  in 
the  corner  goals.  At  a  given  signal  the  cattle  change 
goals,  and,  while  they  are  changing,  the  bear  tags  as 
many  of  them  as  possible.  All  those  who  have  been 
tagged  become  bears,  and  return  with  the  first  bear  to 
his  den.  When  the  next  signal  is  given,  the  bears 
form  a  line  by  joining  hands,  and  chase  the  remaining 
cattle.  At  the  ends  of  the  line  are  the  first  bear  and 
the  first  person  whom  he  tagged.  They  are  the  only 
ones  who  have  a  right  to  tag  in  the  new  chase.     If 


99 

the  line  is  broken,  the  cattle  come  out  and  drive  the 

bears  back  to  their  den  with  handkerchiefs.  The  last 

one  of  the  cattle  to  be  caught  is  bear  in  the   next 

game.  

89.    CATCH  OF  FISH. 

Grade :  Grammar,  High. 
No.  of  Players:  10  to  60. 

A  goal  is  marked  off  at  each  end  of  the  room, 
and  the  players  are  divided  into  two  equal  groups, 
which  take  their  positions  in  the  two  goals.  The 
players  in  one  goal  join  hands,  and  stand  in  line  to 
form  the  net.  The  players  in  the  other  goal  are  the 
fish.  At  a  given  signal  all  the  players  change  goals. 
The  net  tries  to  catch  as  many  of  the  fish  as  possible 
by  surrounding  them.  The  fish  can  escape  only 
through  the  opening  between  the  ends  of  the  net ; 
and,  when  the  ends  close  together,  all  that  are  within 
are  caught,  and  are  out  of  the  game.  The  fish  then 
join  hands  and  become  the  net.  The  game  continues 
in  this  way,  each  group  being  alternately  fish  and  net, 
until  all  of  one  side  are  caught. 


90.    BLACK  AND  WHITE. 
Grade:  All. 

No.  of  Players:  10  to  60. 
Apparatus :  A  disk,  black  on  one  side  and  white  on  the 

other. 
Sides  are  chosen,  and  a  leader  is  appointed.     The 
players  on  one  side  are  distinguished  by  a  handker- 


100 


chief  on  the  arm,  and  are  called  Whites.  The  players 
on  the  other  side  are  Blacks.  Both  Blacks  and  Whites 
scatter  about  the  room,  mingling  freely.  The  leader 
stands  in  plain  sight  on  a  stool,  and  twirls  the  disk 
about.  Suddenly  he  holds  it  still,  with  only  one  side 
visible.  If  it  is  the  black  side,  all  the  Whites  drop  to 
the  floor,  while  the  Blacks  try  to  tag  them  before 
they  succeed  in  doing  so.  If  the  white  side  shows, 
the  Blacks  drop  down,  and  the  Whites  try  to  tag. 
Those  who  are  tagged  are  out  of  the  game.  If  it  is 
preferred,  a  score  may  be  kept ;  and  in  that  case  the 
side  that  has  tagged  the  greatest  number  of  players  at 
the  end  of  the  game  is  the  winning  side.  Any  gym- 
nastic position  may  be  substituted  for  the  drop  to  the 
floor. 

9U    LONDON  LOO. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players :  10  to  60. 
Apparatus :  Object  for  goal. 

The  wall  at  the  end  of  the  room  or  any  convenient 
object  is  chosen  as  goal.  The  players  race  to  touch 
it,  and  the  last  one  in  is  "  it."  He  stands  at  the  goal, 
while  the  other  players  stand  at  the  opposite  end  of 
the  room.  The  one  who  is  "  it "  calls  "  London  I  " 
The  others  reply,  "  Loo  1 "  and  run  and  try  to  touch 
the  goal  without  being  tagged.  The  one  who  is  "  it " 
tags  as  many  as  he  can.  When  all  the  players  have 
touched  the  goal  or  have  been  tagged,  or  when  the 
time  limit  has  expired,  those  who  have  been  tagged 


IOI 

join  hands  to  form  a  chain,  stand  by  the  goal,  and  call 
"  London ! "  The  remaining  players  stand  at  the 
opposite  end  of  the  room,  call  "  Loo  1 "  in  reply,  and 
run  as  before.  The  end  players  of  the  chain  are  the 
only  ones  who  may  tag.  If.  the  chain  is  broken  at 
any  point,  the  two  players  through  whose  fault  it 
was  broken  become  "  it,"  and  the  rest  of  the  chain 
join  the  other  players.  The  last  person  caught  starts 
the  new  game. 

92.    STEEPLE  CHASE. 

Grade:  All. 

No.  of  Players :  4  to  20. 

Apparatus :  Jumping  standard ;  handkerchief. 

A  goal  is  marked  off  at  each  end  of  the  room,  and 
the  standard  is  placed  between  them,  rather  nearer 
one  goal  than  the  other.  The  handkerchief  is  hung 
on  the  top  of  the  standard.  Half  the  players  take 
their  places  in  one  goal,  and  half  in  the  other,  and  in 
each  goal  one  player  stands  ready  to  run  at  a  given 
signal.  The  player  from  the  goal  nearer  the  standard 
starts,  gets  the  handkerchief,  and  tries  to  return  to  his 
goal  with  it  before  the  player  running  from  the 
opposite  side  can  touch  him  ;  or,  as  the  game  may  also 
be  played,  he  tries  to  reach  his  goal  before  the  player 
from  the  opposite  side  can  reach  it.  If  he  is  success- 
ful, both  players  stay  in  the  nearer  goal ;  if  he  is  not, 
both  go  to  the  farther  one.  The  game  is  won  by  the 
side  that  brings   all  the  players  into  its  goal.     The 


102 


right  distance  for  the  standard  from  the  nearer  goal 
will  depend  on  the  skill  of  the  players,  and  should  be 
changed  to  suit  different  classes. 


93.    SWEDISH  FOX  AND  GEESE. 

Grade :  Grammar,  High. 
No.  of  Players:  10  to  30. 

One  player  is  chosen  to  be  fox,  and  one  to  be 
gander.  The  other  players  are  the  geese.  They  form 
in  line,  with  the  gander  at  their  head.  Each  goose 
puts  his  hands  on  the  shoulders  of  the  goose  in  front, 
and  the  chain  thus  formed  is  kept  unbroken  until  the 
end  of  the  game.  The  fox  tries  to  tag  the  last  goose 
in  the  line.  To  prevent  this  the  gander  tries  to  keep 
in  front  of  the  fox,  so  that  he  may  not  pass.  This 
makes  the  line  move  in  a  serpentine  fashion.  If  the 
last  goose  is  tagged,  he  becomes  fox,  and  the  fox  be- 
comes gander  and  takes  his  place  at  the  head  of  the 
line.  If  the  line  is  long,  any  one  of  the  last  ten  geese 
may  be  tagged.  Then  the  goose  that  is  tagged  goes 
out  of  the  game  at  once. 


94.    BASTE  THE  BEAR. 

Grade :  Grammar,  High. 
No.  of  Players:  5  to  20. 

Apparatus:    Stool;    knotted    handkerchief    for  each 
player ;  rope  about  three  yards  long,  if  it  is  desired. 

One  player  is  chosen  to  be  the  bear.     He  selects 
his  own  master,  gives  him  one  end  of  the  rope,  and, 


103 

keeping  the  other  end  in  his  hand,  sits  on  the  stool. 
The  master  approaches,  pats  the  bear  on  the  back 
three  times  with  his  open  hand,  and  says, — 

"  I  crown  my  bear, 
Now  touch  him  who  dare." 

The  other  players  then  attack  the  bear  with  their 
knotted  handkerchiefs,  while  the  master  tries  to  tag 
one  of  them  without  letting  go  of  the  rope  or  pulling 
the  bear  from  his  stool.  If  he  succeeds,  the  player 
who  has  been  tagged  changes  places  with  the  bear. 
Each  bear  has  the  privilege  of  choosing  his  own 
master ;  but  having  been  bear  once,  or  even  oftener, 
does  not  excuse  a  player,  if  fairly  tagged,  from  being 
bear  again. 

If  it  is  wished,  the  master  and  the  bear,  instead  of 
holding  the  two  ends  of  a  rope,  may  clasp  right  hands 
together. 

95.    *  BEETLE  GOES  ROUND. 

Grade:  All. 

No.  of  Players :  10  to  30. 

Apparatus :  Handkerchief  with  a  hard  knot  tied  in  one 
corner. 

All  the  players  but  one  stand  in  a  circle,  looking 
straight  to  the  front  and  holding  their  hands  open  be- 
hind them.  The  one  player  who  has  been  left  out,  the 
beetle,  carries  the  knotted  handkerchief  round  the  out- 
side of  the  circle,  and  puts  it  in  the  hands  of  any  one 
of  the  players.     Whoever  receives  it  becomes  beetle, 


104 

and  strikes  his  light-hand  neighbor  with  it.  This 
neighbor,  to  escape,  immediately  runs  round  the  circle 
back  to  his  own  place,  while  the  beetle  pursues,  strik- 
ing at  him  whenever  he  is  near  enough.  Meanwhile 
the  player  who  first  had  the  handkerchief  has  stepped 
into  the  place  left  vacant  by  the  one  to  whom  he  gave 
it.  This  leaves  the  beetle  alone  outside  the  circle,  as 
was  the  player  at  the  beginning  of  the  game.  The 
beetle,  accordingly,  does  as  that  player  did,  and  gives 
the  handkerchief  to  some  one  in  the  circle.  Then  the 
game  goes  on  as  before. 


96.    *  FLOWER  GIRL. 

Grade :  Primary,  Lower  Grammar. 

No.  of  Players:  15  to  60. 

Apparatus :  5  or  6  flowers  of  different  kinds. 

A  small  circle  is  drawn,  and  within  it  stand  five  or 
six  of  the  players,  who  represent  flowers.  Each  of 
these  players  holds  in  his  hand  the  flower  after  which 
he  has  been  named.  Then  one  player  is  chosen  to  be 
flower  girl,  and  another  to  be  hunter.  The  other 
players  stand  in  a  large  ring  round  the  inner  circle. 
The  flower  girl  takes  her  place  between  the  inner  cir- 
cle and  the  ring,  and  the  hunter  stands  outside  the 
ring.  The  flower  girl  begins  the  game  by  asking  the 
hunter,  "  What  flower  would  you  like  ? "  The 
hunter  answers  by  naming  any  of  the  flowers  in  the  in- 
ner circle.  The  flower  that  is  named  runs  out  from  its 
place,  and  the  hunter  and  the  flower  attempt  to  join 


105 

hands.  The  flower  girl  tries  to  prevent  them  by 
catching  the  flower.  If  she  succeeds,  the  flower  goes 
back  to  the  inner  circle,  a  new  -hunter  is  chosen  from 
the  outer  ring,  and  the  former  hunter  takes  the  place 
thus  vacated.  If,  on  the  other  hand,  the  flower  and 
the  hunter  succeed  in  joining  hands,  the  flower  girl 
becomes  hunter,  the  hunter  becomes  flower,  and  the 
flower  becomes  flower  girl. 


97.    NINE  PINS. 

Grade:  Grammar. 

No.  of  Players:  20  to  60. 

Apparatus:  Music. 

A  mark  is  made  in  the  centre  of  the  room,  and  one 
player  takes  his  stand  there.  The  other  players,  ar- 
ranged in  couples  a  few  feet  apart,  march  round  him 
in  a  double  circle  to  the  sound  of  music.  The  music 
stops  suddenly.  Immediately  each  player  of  the  inner 
circle  leaves  his  partner  and  passes  to  the  place  of  the 
player  next  in  front.  The  player  in  the  centre  tries 
to  secure  one  of  the  places  and  so  get  a  partner.  Who- 
ever is  left  without  a  partner  must  stand  in  the  centre 
when  the  music  recommences.  The  player  in  the 
centre  cannot  leave  his  place  until  the  music  stops. 

The  game  may  be  made  more  difficult  by  having 
each  player  of  the  inner  circle  pass  to  the  place  of  the 
player  next  in  front  of  him  in  the  outer  circle,  while 
that  player  crosses  over  to  the  place  next  in  front  in 
the  inner  circle. 


io6 


98.    I  SPY. 
Grade :  Upper  Primary,  Grammar. 
No.  of  Players :  10  to  60. 
Apparatus :  Object  for  goal. 

The  players  form  in  line,  and  race  to  touch  the  ob- 
ject which  has  been  chosen  as  goal.  The  last  player 
in  is  "  it."  The  other  players  hide,  while  the  one  who 
is  "  it "  blinds  his  eyes,  and  counts  to  one  hundred  or 
any  number  previously  agreed  upon.  After  he  has 
finished  counting,  he  calls  "  Coming  1  "  and  sets  out  to 
find  the  others.  If  he  sees  any  one,  he  shouts  "  I  spy," 
and  adds  the  name  of  the  player  whom  he  has  seen. 
He  says,  for  instance,  "  I  spy  John,"  or  "  I  spy  Fred." 
He  then  runs  and  tries  to  touch  the  goal  before  the 
player  whom  he  has  seen  can  touch  it.  If  the  player 
touches  the  goal  first,  the  player  is  safe.  A  player 
may  also  save  himself  by  running  in  from  his  hiding- 
place  when  the  one  who  is  "  it "  is  far  enough  away 
from  the  goal  to  make  the  run  feasible ;  but  to  be  safe 
he  must  not  only  touch  the  goal,  but  must  also  call 
out,  "  One,  two,  three,  free  I  "  The  first  player  who 
is  caught  is  "  it "  in  the  next  game.  Each  game,  how- 
ever, continues  until  all  the  players  have  been  caught 
or  have  touched  the  goal. 


99.    YARDS  OFF,  OR  RELIEVO. 

Grade :  Primary,  Grammar. 
No.  of  Players :  6  to  30. 
Apparatus :  Object  for  goal ;  stick. 


107 

The  stick  is  laid  on  or  against  the  object  selected 
as  goal.  One  player  is  chosen  to  be  "  it."  A  second 
player  throws  the  stick  as  far  away  from  the  goal  as 
he  can.  Then  all  the  players  hide  except  the  one  who 
is  "it."  He  runs,  brings  the  stick  back  to  the  goal 
as  quickly  as  possible,  and  then  begins  to  hunt  for  the 
other  players.  If  he  sees  any  one  of  them,  he  calls 
out  "  I  spy  1 "  adds  the  player's  name,  and  touches 
the  goal.  The  player  who  has  been  spied  then  be- 
comes a  prisoner,  unless  he  succeeds  in  being  the  first 
to  touch  the  goal.  If  at  any  time  a  player  runs  in 
and  throws  the  stick  away  before  the  one  who  is  "  it " 
touches  the  goal,  he  frees  all  the  prisoners  ;  and  they 
hide  again  while  the  stick  is  being  replaced.  The  last 
one  caught  is  "  it "  in  the  next  game. 


JOO.    HUNT  THE  FOX. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  30. 

The  players,  standing  far  enough  from  each  other 
to  allow  a  runner  to  pass  freely  among  them,  form  two 
files.  The  leader  of  one  file  is  the  fox,  the  leader  of 
the  other  the  hunter.  At  a  given  signal  the  fox  turns 
and  runs  down  the  line,  in  and  out  among  the  players 
as  he  chooses.  The  hunter  follows  exactly  in  his 
tracks,  and,  if  he  varies  at  all,  pays  a  forfeit.  The 
time  or  the  distance  that  the  hunter  is  permitted  to 
chase  the  fox  may  be  regulated  by  the  teacher,  or  may 
be  limited  to  a  single  run  down  the  line.    If  the  hunter 


io8 

catches  the  fox,  the  fox  takes  his  place  at  the  foot  of 
the  file,  and  the  hunter  chooses  a  new  fox  from  the 
head  couple ;  but  after  the  second  chase,  whether 
successful  or  not,  the  hunter  goes  to  the  foot.  If  in 
the  first  chase  the  fox  is  successful  and  eludes  the 
hunter,  the  parts  are  reversed.  The  hunter  goes  to 
the  foot,  the  fox  chooses  a  new  hunter  from  the  head 
couple,  and  at  the  end  of  the  second  chase,  whatever 
the  result  has  been,  goes  to  the  foot  of  the  line.  In 
this  way  every  successful  player  has  two  runs,  but  no 
more.  Throughout  the  game  the  files  should  be  kept 
even.  The  new  hunter  or  fox,  therefore,  should 
never  be  chosen  twice  in  succession  from  the  same 
file. 


4 


iOU    *  THREE  DEEP. 

Grade:  Grammar,  High. 
No.  of  Players:  20  to  60. 

One  player  is  chosen  to  be  "it,"  and  a  second 
player  to  run.  The  other  players  arrange  themselves 
in  two  circles,  one  within  the  other,  with  the  players 
not  less  than  six  feet  apart,  and  with  each  one  in  the 
outer  circle  exactly  behind  one  in  the  inner  circle. 
The  player  who  has  been  chosen  as  runner  then  runs, 
and  is  pursued  by  the  one  who  is  "  it."  The  runner 
may  place  himself  »in  front  of  any  two  players,  thus 
making  a  file  of  three.  He  is  then  safe ;  but  the  outer 
one  of  the  three  may  be  tagged,  and  to  save  himself 
must  run  to  a  place  in  front  of  another  file.     If  a 


109 

player  is  tagged,  he  becomes  "it."     The  one  who 
tagged  him  becomes  runner. 

The  game  may  be  made  more  interesting  by  having 
two  or  more  couples  running  at  the  same  time.  It 
may  also  be  varied  by  having  the  two  circles  face  each 
other,  leaving  a  space  between  for  the  running. 
When  this  is  done,  the  runner  places  himself  between 
two  players,  and  the  one  toward  whom  he  turns  his 
back  is  the  one  who  may  be  tagged. 


J02.    *  THE  FARMER  AND  THE  CROW. 

Grade :  Primary,  Grammar. 
No.  of  Players :  2  to  60. 
Apparatus :  Large  seeds. 

One  player  is  chosen  to  be  the  farmer  and  one  to 
be  the  crow.  The  farmer  plants  the  seeds  two  feet 
apart,  along  a  straight  line.  The  crow  hops  over  each 
seed  to  the  end  of  the  line,  turns  round,  changes  to 
the  other  foot,  and  hops  back,  picking  up  the  seeds  on 
his  way.  If  he  touches  the  ground  with  both  feet  at 
the  same  time,  fails  to  change  feet  before  beginning 
to  hop  back,  or  drops  a  seed,  he  keeps  on  until  all  the 
seeds  are  gathered,  and  then  becomes  a  scare-crow, 
and  stands,  with  his  arms  raised  at  the  side,  while  the 
next  farmer  plants  the  seeds,  and  tjie  next  crow  hops 
over  and  picks  them  up.  The  successful  crows  are 
entitled  to  a  second  trial  after  all  the  players  have  had 
a  turn. 


no 


J03.    *  ONE-LEGGED  RELAY  RACE. 

Grade:  All. 

No.  of  Players:  10  to  60. 

Apparatus :  Bean  bags. 

Bean  bags  are  arranged  on  the  floor  in  two  parallel 
rows,  each  row  having  the  same  number  of  bags 
placed  at  the  same  distances  apart.  Sides  are  chosen, 
and  each  player  in  turn  races  with  some  player  of  the 
other  side.  Each  player  hops  on  one  foot  down  the 
line  and  back,  going  over  each  bean  bag,  and  then 
hops  down  and  back  a  second  time,  going  round  each 
bag.  Any  player  who  touches  the  other  foot  to  the 
ground  must  begin  over  again.  The  first  to  finish 
wins,  and  the  side  which  has  the  larger  number  of 
winning  players  is  the  winning  side. 


J04.    *  DERBY  JIG. 

Grade :  Primary,  Grammar. 
No.  of  Players :  2  to  60. 

A  line  is  drawn  across  the  front  of  the  school-room 
to  serve  as  goal,  and  the  children  are  seated  at  their 
desks  so  that  there  are  the  same  number  of  players 
in  each  row.  The  leader  of  each  row  takes  his  place 
at  the  back  of  the  room  opposite  his  aisle.  The 
teacher  gives  the  command  "  Stoop !  "  and  each  leader 
takes  a  stooping  position,  with  his  hands  clasped 
under  his  knees.  The  teacher  then  says  "  Go  1 "  and 
the  children  hop  down  their  aisles  to  the  goal  and 


Ill 


back  to  their  seats.  The  child  who  first  returns  to  a 
good  sitting  position  at  his  own  desk,  after  hopping 
down  and  back  without  touching  his  hands  to  the 
floor,  is  the  winner  of  the  race.  When  the  leaders 
have  finished,  the  players  who  are  second  in  the  rows 
have  their  turn,  and  so  on.  The  game  can  be  played 
with  similar  rules  in  a  field  or  in  a  gymnasium. 


J05.    HOPPERS. 
Grade :  Grammar,  High. 
No.  of  Players  :  10  to  30. 

Five  players  stand  in  the  centre,  and  the  rest  join 
hands  and  form  a  circle  round  them.  Four  of  the 
five  players  are  hoppers,  and  the  fifth  is  "it."  The 
hoppers  fold  their  arms,  hop  on  one  foot,  and  try  to 
force  the  one  who  is  "  it "  out  of  the  circle  by  push- 
ing against  him  with  their  shoulders.  Meanwhile  the 
one  who  is  "  it "  runs  and  dodges.  If  a  hopper 
touches  both  feet  to  the  ground,  or  unfolds  his  arms, 
he  must  change  places  with  one  of  the  players  in  the 
circle.  If  the  one  who  is  "  it  "  is  pushed  out,  all  five 
players  go  into  the  circle,  and  five  other  players  take 
their  place  in  the  centre.  Then  the  game  continues 
as  before.  

J06.    HOPPING  BASES. 

Grade :  Grammar,  High. 
No.  of  Players  :  2  to  60. 

A  line  is  drawn  to  divide  the  ground  into  two  bases, 
and  sides  are  chosen,  which  take  their  positions  on 


112 

their  respective  bases,  with  the  players  of  one  side 
directly  opposite  the  players  of  the  other.  At  a 
given  signal  each  player  folds  his  arms,  hops  on  one 
foot,  and  tries  both  to  push  his  way  into  his  opponents' 
base  and  to  prevent  his  opponent  from  passing  him. 
Each  pushes  against  the  other  with  folded  arms. 
The  one  who  succeeds  in  entering  his  opponents'  base 
may  go  back  and  assist  his  own  side,  but  his  opponent 
is  "  out."  Whoever  drops  his  foot  to  the  ground  dur- 
ing the  game  is  also  "  out."  The  game  is  won  by 
those  who  remain  hopping  and  take  possession  of  their 
adversaries'  base.  

J07.    MASTER  OF  THE  RING. 

Grade:  Grammar,  High. 

No.  of  Players :  2  to  60. 

The  players  stand  in  a  compact  group,  with  their 
arms  folded  and  held  close  to  their  bodies.  A  circle 
is  drawn  round  the  group.  Then,  at  a  given  signal, 
each  player  tries  to  push  his  neighbor  out  of  the 
circle.  If  any  player  unfolds  his  arms,  or  falls  down, 
or  gets  both  feet  outside  the  circle,  he  is  out  of  the 
game.  The  player  who  is  finally  left  alone  in  the 
circle  is  Master. 

This  game  may  be  varied  by  having  the  players 
hop  on  one  foot.  Then  touching  the  other  foot  to  the 
ground  or  getting  the  one  foot  on  which  the  player 
stands  outside  the  circle  puts  the  player  out,  as  well 
as  unfolding  the  arms  or  falling  down. 

Whichever  way  the  game  is  played,  it  is  best  suited 
to  boys. 


H3 


J08.    JUMP  THE  SHOT. 

Grade :  Primary,  Grammar,  High. 

No.  of  Players:  10  to  60. 

Apparatus :  Sand  bag  or  bean  bag,  with  rope  attached. 

The  player  who  has  been  chosen  to  swing  the  shot 
stands  in  the  centre  of  the  ring  formed  by  the  other 
players.  He  holds  the  rope,  and  swings  the  bag 
in  a  circle,  making  it  slide  upon  the  floor.  Each 
player  in  the  ring  must  jump  over  the  bag  as  it 
reaches  him.  Those  who  do  not  jump  quickly  and 
well  are  hit  by  the  bag,  and  must  step  out  of  the  ring. 
Preferably  the  one  who  is  chosen  to  swing  the  shot  is 
the  teacher,  or  some  one  else  who  has  had  experience 
in  doing  it. 

J09.    RELAY  FACES  FOR  THE  GYMNASIUM. 

Grade:  All. 

No.  of  Players :  4  to  60. 

Single  Relay  Race.  Two  objects  are  chosen  as 
goals,  and  two  starting-points  are  marked  equally  dis- 
tant from  them.  The  players  choose  sides,  which 
stand  in  lines,  with  the  leader  of  each  on  his  starting- 
point.  At  a  signal  the  two  leaders  run  to  their  goals 
and  then  back  to  the  rear  of  their  lines.  Meanwhile 
the  lines  move  up  so  that  the  end  player  of  each  stands 
on  the  starting-point.  These  second  players  stretch 
out  their  hands,  and  the  leaders  touch  them  as  they 
come  back,  so  giving  the  signal  for  the  second  players 


114 


to  run.  The  line  again  moves  up,  and  so  the  game 
continues  until  all  have  run.  The  line  which  is  the 
first  to  have  its  last  player  in  his  place  in  the  rear  is 
the  winning  side.  More  than  two  lines  may  be  formed, 
if  it  is  wished ;  but  there  must  always  be  the  same 
number  of  players  in  all  the  lines. 


Group 

Group 

c   1 

Group 

'    6 

Group 

B 

A 

Double  Relay  Race.  For  this  game  the  players 
are  divided  into  four  equal  groups,  which  stand  in  the 
four  corners  of  the  gymnasium.  Groups  A  and  B  play 
together  against  groups  C  and  D.  Each  group  has  a 
starting-line  marked  on  the  floor.  At  a  given  signal 
A  i  runs  to  group  B  and  touches  the  outstretched 
hand  of  B  I,  who  stands  ready  on  his  line.  He  im- 
mediately starts  and  runs  to  A  2,  while  A  I  continues 
to  the  rear  of  the  B  line.  A  2  then  runs  to  B,  and 
so  on  until  all  the  A's  and  B's  have  run  once,  and 
so  changed  places.  C  and  D  do  similarly.  If  there 
are  many  players,  six  groups  instead  of  four  may  be 
used.  The  two  groups  which  first  complete  the  ex- 
change are  the  winners. 


H5 

Obstacle  Relay  Race*  The  players  may  be  ar- 
ranged either  as  in  Single  or  in  Double  Relay  Races. 
If  as  in  the  Double  Relay  Races,  it  is  preferable  for 
the  A's  to  use  different  obstacles  from  those  used  by 
their  partners,  the  B's.  Those  used  by  the  C's  should 
also  be  different  from  those  used  by  the  D's,  but  the 
combined  obstacles  of  A  and  B  should  be  the  same  as 
those  of  C  and  D.  The  races  are  run  as  are  the  sim- 
ple Relay  Races,  except  that  each  player  must  over- 
come some  obstacle  before  he  can  tag  the  next 
runner. 

The  obstacle  may  be  the  performance  of  any  gym- 
nastic feat,  such  as  a  running  high  jump  from  an  in- 
clined plane,  a  jump  over  a  rope,  a  vault  over  a  horse, 
box,  or  buck,  the  climbing  of  ladders,  ropes,  or  poles ; 
or  it  may  be  crawling  through  difficult  places,  running 
in  and  out  among  nine  pins  set  close  together,  carry- 
ing a  bean  bag  on  the  head  throughout  the  race,  or 
throwing  a  basket  ball  into  the  basket. 


no.    *  ALL  UP. 

Grade:  All. 

No.  of  Players :  6  to  60. 

Apparatus :  6  Indian  clubs  or  nine  pins. 

Four  circles  are  drawn  in  a  row  near  the  front  of 
the  room,  and  three  crosses  marked  in  each  circle. 
The  six  Indian  clubs  are  placed  on  the  crosses  in  the 
two  outside  circles,  and  the  players  are  arranged  in 
two  equal  files  at  the  back  of  the  room.     Starting- 


u6 


points  are  marked  back  of  the  two  outer  aisles,  which 
are  to  be  used  by  the  runners.  One  player  on  each 
side  stands  ready,  and  at  the  signal  runs  to  the  outer 
circle  on  his  side,  carries  the  clubs  one  at  a  time  to 
the  inner  circle,  and  places  them  on  the  crosses. 
When  all  the  clubs  are  placed  in  an  upright  position, 
the  player  returns  to  his  file  by  the  centre  aisle.  The 
one  who  first  reaches  a  given  point  in  the  file  scores 
one  for  his  side.  The  next  two  runners  return  the 
clubs  to  the  outer  circles,  and  so  on.  The  game  con- 
tinues until  all  have  had  a  chance  to  run.  The  side 
scoring  the  greater  number  of  points  wins  the  game. 
If  there  is  a  large  number  of  players,  several  circles 
may  be  drawn,  and  the  players  arranged  in  several 
files.  The  game  can  be  played  in  a  gymnasium  or 
out  of  doors,  as  well  as  in  the  school-room. 


1U.    HANGING  CATS. 

Grade:  Grammar,  High. 
No.  of  Players:  10  to  60. 
Apparatus :  Gymnastic  apparatus. 

One  player  is  chosen  to  be  "it."  He  chases  the 
other  players  and  tries  to  tag  one  of  them.  No  player 
can  be  tagged,  however,  when  he  is  hanging  from  a 
piece  of  apparatus  so  that  his  feet  do  not  touch  the 
floor,  unless  he  has  used  the  same  piece  of  apparatus 
more  than  twice  in  succession,  in  which  case  he  may 
be  tagged.     Whoever  is  tagged  becomes  "  it." 


ii7 

When  the  number  of  players  is  large,  every  sixth 
player  may  be  appointed  "  it,"  and  each  player  who 
is  tagged  may  become  "  it "  in  the  place  of  the  one 
who  tagged  him. 

Another  possible  variation  is  to  have  the  first  player 
who  is  tagged  sit  down,  and  the  second  one  who  is 
tagged  become  "  it." 

Those  who  are  "  it  "  may  be  required  to  wear  hand- 
kerchiefs to  distinguish  them  from  the  other  players. 


UZ    DARE  BASE. 


\ 


Grade :  Grammar,  High. 
No.  of  Players:  10  to  60. 

A  goal  is  marked  off  at  each  end  of  the  room,  and 
midway  between  is  drawn  a  long  line  that  forms  the 
dare  base.  At  each  end  of  this  is  placed  a  player  who 
acts  as  a  catcher.  The  other  players  stand  in  the 
goals.  After  the  game  has  begun,  they  cross  con- 
stantly from  one  goal  to  the  other,  and  the  catchers 
try  to  tag  them.  While  they  are  in  the  goals  or  on 
the  dare  base,  they  are  safe  from  the  catcher,  but  they 
are  not  allowed  to  return  from  the  dare  base  to  the 
goal  they  have  just  left.  They  must  always  continue 
to  the  opposite  goal.  Those  who  are  caught  are  out 
of  the  game.  The  player  who  is  last  caught  wins, 
becomes  catcher  in  the  next  game,  and  chooses  his 
assistant. 


n8 


U3.    *BAG  TAG. 

Grade :  Primary,  Grammar,  High. 
No.  of  Players:  10  to  30. 
Apparatus :  Bean  bag. 

The  players  are  numbered  in  succession.  One 
player  is  chosen  to  be  "it,"  and  the  other  players, 
whether  there  are  many  or  few  in  the  game,  form  a 
large  circle.  The  one  who  is  "it"  calls  two  numbers, 
and  at  the  same  time  throws  the  bag  to  any  third  per- 
son in  the  circle.  This  third  player  throws  the  bag 
back  as  quickly  as  possible.  Meanwhile  the  players 
whose  numbers  have  been  called  change  places.  If 
the  bag  is  returned  in  time,  the  one  who  is  "  it  "  tries, 
as  they  change,  to  hit  one  of  them  with  the  bag.  If 
he  succeeds,  the  one  who  has  been  struck  becomes 
"it." 


U4.    SCOUTS. 

Grade:  Grammar,  High. 
No.  of  Players :  6  to  60. 
Apparatus :  Bean  bags,  as  many  as  there  are  players. 

Two  goals  are  marked  at  opposite  ends  of  the  gym- 
nasium by  drawing  lines  across  the  floor.  Paths  con- 
necting these  goals  are  then  made  by  drawing  at  each 
side  of  the  gymnasium  a  line  parallel  to  the  wall  and 
a  few  feet  from  it.  These  paths  are  neutral  territory. 
The  players  divide  into  two  equal  teams,  which  stand 
in  the  two  goals.     Each  player  is  armed  with  a  bean 


U9 

bag,  and  has  two  objects  in  the  game,  one  being  to 
enter  his  opponents'  goal  and  the  other  to  protect  his 
own  from  invasion.  A  player  starts  out  with  his  bean 
bag  in  his  hand.  His  opponents  see  him  coming,  and 
throw  their  bags  at  him.  If  he  is  hit,  he  is  dead,  and 
steps  out  of  the  game.  If  he  is  not  hit,  and  succeeds 
in  entering  the  enemy's  goal,  he  scores  a  point  for  his 
side.  He  then  returns  to  his  own  goal  by  one  of  the 
neutral  paths,  and  starts  out  again.  It  may  often 
happen,  however,  that  a  player  who  is  trying  to  enter 
his  opponents'  goal  sees  an  opportunity  to  protect  his 
own  goal  by  throwing  his  bag  at  one  of  the  enemy. 
If  he  does  this,  he  must  run,  pick  up  his  bag,  return 
by  the  neutral  path  to  his  own  goal,  and  start  again. 
He  cannot  continue  and  enter  the  enemy's  goal  with- 
out his  bag.  Nor  can  he,  so  long  as  he  is  without  his 
bag,  be  killed.  The  side  which  has  scored  the  larger 
number  of  points  within  a  given  time  wins. 


U5.    WOLF. 
Grade:  All. 

No.  of  Players :  6  to  30. 

Apparatus :  Some  large  object,  such  as  a  boulder  or 
tree,  to  be  used  as  goal. 

One  player  is  chosen  to  be  the  wolf,  and  hides, 
while  the  other  players  stand  near  the  goal  and  blind 
their  eyes.  They  allow  the  wolf  about  a  minute,  and 
then  call  out :  "  Coming  I  Say  nothing  1 "  If  the  wolf 
is  not  ready,  he  cries  "  No !  "  and  has  more  time  al- 


120 


lowed  him.  When  it  has  expired,  the  players  begin 
to  search  for  him.  Whoever  finds  him  calls  out 
"Wolf!"  whereupon  the  wolf  springs  from  his 
hiding-place,  and  the  other  players  run  for  the  goal. 
The  wolf  pursues  them,  and  tags  as  many  as  possible. 
Those  whom  he  tags  become  wolves,  and  hide  with 
him  the  next  time,  either  in  the  same  den  or  in  differ- 
ent dens.  The  game  continues  until  all  are  wolves. 
The  wolf  need  not  wait  to  be  found,  but  may  leap  out 
of  his  hiding-place  whenever  he  sees  a  chance  to  tag 
some  one.  He  may  also  try  to  reach  the  goal  before 
the  others,  and  tag  them  as  they  come  in.  If  he  does 
hold  the  goal  in  this  way,  one  of  the  players  should 
tempt  him  off  on  a  long  chase,  sacrificing  himself,  if 
necessary,  in  order  to  let  the  rest  of  the  players  get 
"home"  in  safety.  Otherwise  the  game  might  be 
blocked  indefinitely.  Any  player  who  wishes  to  do  so 
may  remain  at  the  goal  instead  of  searching  for  the 
wolf,  and  any  wolf  who  has  not  been  detected  may 
remain  in  his  hiding-place  until  he  sees  a  good  oppor- 
tunity to  spring  out. 


116.    PRISONER'S  BASE. 
Grade :  Grammar,  High. 
No.  of  Players:  10  to  60. 

A  goal,  with  a  small  prison  adjoining  its  right-hand 
corner,  is  marked  off  at  each  end  of  the  gymnasium. 
The  space  between  the  goals  is  neutral  territory. 
The  players  choose  sides,  and  each  side  takes  posses- 
sion of  a  goal.     Then  a  player  from  one  side  starts 


121 

out  and  tries  to  enter  his  opponents'  goal  without 
being  tagged.  Immediately  his  opponents  send  out  a 
player  to  pursue  him.  Another  player  sallies  out  to 
protect  the  first  player,  and  so  on.  ^If  at  any  time  a 
player  succeeds  in  entering  his  opponents'  goal  un- 
tagged, the  game  is  won  for  his  side.*}  Each  man  may 
tag  only  those  players  who  left  their  goal  before  he 
left  his.  All  the  players  may  be  in  the  neutral 
ground  at  the  same  time,  though  it  is  best  not  to  leave 
the  goal  entirely  unprotected.  A  player  is  at  liberty 
to  return  to  his  home  goal  whenever  he  chooses. 

A  player  who  has  been  tagged  must  go  to  his  op- 
ponents' prison  and  stay  there  until  he  is  rescued  by 
some  one  from  his  own  side.  The  rescuer  must  suc- 
ceed in  touching  the  prisoner  without  being  tagged 
himself.  If  he  does,  both  may  return  to  their  goal  in 
safety ;  but,  if  he  is  tagged  before  he  touches  the 
prisoner,  he  becomes  a  prisoner  himself.  A  prisoner 
may  aid  in  his  own  rescue  by  reaching  out  from  his 
goal  as  far  as  possible,  providing  that  he  keeps  one 
foot  within  bounds.  If  there  are  several  prisoners, 
they  may  join  hands  and  stretch  out  over  the  neutral 
ground.  The  last  player  in  the  chain,  however,  must 
be  in  the  prison,  and  not  more  than  one  prisoner  may 
be  redeemed  at  a  time.  v 

U7.    PRISON  GOAL. 
Grade  :  Grammar,  High. 
No.  of  Players  :  10  to  60. 
Apparatus  :  Two  objects  for  goal. 


122 


A  jumping  standard  or  some  larger  object  is  placed 
as  a  goal  at  one  end  of  the  room,  somewhat  distant 
from  the  wall ;  and  a  similar  object  is  similarly  placed 
at  the  opposite  end  of  the  room.  A  prison  is  marked 
off  at  one  side,  half-way  between  the  goals.  Two 
captains  are  appointed  and  sides  are  chosen.  The 
captains  each  divide  their  men  into  runners  and 
guards.  The  runners  attempt  to  circle  round  the  op- 
ponents' goal  and  return  to  the  home  goal  without 
being  tagged  by  any  of  the  guards  of  the  opposite  side. 
Each  successful  run  scores  one  for  the  side  of  the 
player  who  makes  it.  A  runner,  however,  may  be 
tagged  at  any  time  when  he  is  not  touching  his  own 
goal,  and  if  he  is  tagged  he  must  go  to  prison  and  re- 
main there  until  a  runner  of  his  own  side  tags  him, 
and  so  frees  him.  He  and  his  rescuer  must  touch 
their  own  goal  before  playing  again,  but  cannot  be 
tagged  on  their  way  to  it  from  the  prison.  The  side 
having  the  larger  score  wins. 

. L_ 

U8.    STEALING  STICKS. 

Grade:  Grammar,  High. 
No.  of  Players:  10  to  60. 

Apparatus:    12    sticks;    handkerchiefs   for  half   the 
number  of  players. 

A  line  is  drawn  across  the  middle  of  the  floor,  a 
goal  is  marked  at  each  end  of  the  room,  and  six  sticks 
are  placed  in  each  goal.  Two  captains  are  appointed 
and  sides  are  chosen.     Each  player  of  one  side  ties 


123 

a  handkerchief  on  his  left  arm.  Then  the  two  sides 
form  in  two  rows  facing  each  other,  one  on  each  side 
of  the  line.  The  captains  may,  if  they  wish,  appoint 
some  of  their  men  as  runners  and  some  as  guards  for 
the  goal.  These  guards  must  stand  at  least  twelve 
feet  from  the  goal,  but,  if  an  opponent  passes  them  on 
his  way  to  their  goal,  they  may,  of  course,  chase  him. 
The  object  of  the  game  is  to  carry  away  all  the  sticks 
from  the  goal  of  the  opposing  side.  A  player  may  be 
caught  as  soon  as  he  has  both  feet  in  the  enemy's 
territory.  If  he  reaches  the  goal  without  being 
caught,  he  may  take  away  one  stick,  with  which  he 
may  go  back  to  his  own  side  in  safety.  But  if  he 
is  caught  he  must  stand  in  the  goal  as  prisoner  until  he 
is  rescued  by  some  one  of  his  own  side.  While  he  is 
prisoner,  he  may  reach  out  towards  the  one  who  is 
coming  to  release  him,  but  must  keep  both  feet 
within  the  goal.  After  he  has  been  rescued,  he  and 
his  rescuer  may  return  to  their  own  side  in  safety. 
So  long  as  any  member  of  one  side  is  a  prisoner,  that 
side  may  not  take  any  sticks  from  its  opponents' 
goal.  The  prisoners  must  be  rescued  first.  The 
game  is  won  by  the  side  which  first  carries  away  all 
of  its  opponents'  sticks. 

If  the  number  of  players  is  so  large  in  proportion 
to  the  size  of  the  gymnasium  that  it  is  very  difficult  to 
reach  the  opponents'  goal,  a  neutral  space,  twelve 
to  twenty  feet  long,  may  be  marked  off  in  the  centre 
of  the  field.  The  runners  for  both  sides  start  in  this 
neutral  ground,  and  the  guards  stand  just  behind  the 
boundary  lines. 


124 

The  game  may  also  be  played  by  having  each  suc- 
cessful run  to  the  opponents'  goal  score  one  for  the 
side  that  makes  it.  The  side  having  the  larger  score 
wins  the  game.  This  variation  is  especially  good 
when  the  time  for  playing  is  limited. 


U9.    DUCK  ON  THE  ROCK. 
Grade*.  Grammar. 
No.  of  Players ;  6  to  20. 
Apparatus :  Out-of-doors, —  boulder ;  large  stone ;  stones 

size  of  fist,  one  for  each  player.     Indoors, —  bean 

bag  for  each  player. 

When  the  game  is  played  out-of-doors,  a  large 
stone,  which  represents  the  duck,  is  placed  on  a 
boulder,  and  the  player  who  is  drake  stands  to  guard 
it.  A  line  is  drawn  twenty  or  thirty  feet  from  the 
boulder.  Here  each  of  the  other  players  stands  in 
turn,'  and  throws  his  stone  at  the  duck,  which  he  tries 
to  knock  off  the  rock.  If  he  does  not  succeed,  he 
goes  and  stands  by  the  place  where  his  stone  has 
fallen,  and  waits  until  some  one  does  succeed.  If  he 
prefers,  he  may  pick  up  his  stone  and  try  to  run  back 
to  the  goal  line  before  the  drake  can  tag  him.  If  he 
reaches  it  in  safety,  he  has  a  chance  to  throw  again. 
When  some  one  succeeds  in  knocking  off  the  duck,  all 
who  have  thrown  may  pick  up  their  stones  and  run 
back  to  the  goal  line,  while  the  drake  replaces  the 
duck  on  the  rock  and  tries  to  tag  any  one  who  has 
his  duck  in  his  hand,  and  who  has  not  crossed  the 
goal  line.     Whoever  is  tagged  becomes  drake. 


125 

The  game  can  be  played  in  the  gymnasium  by 
using  a  chalk  circle  instead  of  a  boulder,  and  by 
placing  in  it  a  bean  bag  to  serve  as  duck.  The 
players  have  bean  bags  instead  of  stones,  and  try  to 
throw  their  bags  so  as  to  knock  the  duck  out  of  the 
circle. 

J20.    STROKE,  OR  OLD  SOW. 

Grade:  High. 

No.  of  Players:  5  to  10. 

Apparatus:  Out-of-doors, —  tin  tomato  can;  stake 
about  18  inches  long;  any  kind  of  stick  or  club  for 
each  player ;  fence  or  wall  as  goal.  Indoors, —  ball, 
preferably  indoor  base-ball;  nine  pin  or  stick  for 
each  player ;  wall  as  goal. 

The  stake  is  driven  into  the  ground  at  a  distance 
of  from  thirty  to  forty  feet  from  the  goal.  Small 
holes,  about  five  inches  in  diameter  and  in  number 
one  less  than  the  number  of  players,  are  dug  about 
ten  feet  from  the  stake  and  at  approximately  equal 
distances  from  each  other,  so  that  they  form  a  circle 
with  the  stake  as  a  centre.  Indoors  a  nine  pin  or 
chalk  mark  is  substituted  for  the  stake,  and  chalk 
circles  for  the  holes.  One  player  is  chosen  to  be  "  it," 
and  stands  beyond  the  circle  of  holes  on  the  side 
away  from  the  goal.  The  object  of  the  one  who  is 
"it"  is  (1)  to  strike  the  stake  with  the  can,  or,  if  the 
game  is  played  indoors,  to  hit  the  nine  pin  or  the 
chalk  mark  with  the  ball,  and  (2)  to  put  his  stick 
into  the  hole  of  a  player  whose  stick  is  not  in  place. 


126 


The  other  players  try  to  keep  the  can  or  ball  away 
from  the  stake  with  their  sticks  and  at  the  same  time 
to  protect  their  own  holes.  When  they  strike  at  the 
ball,  the  one  who  is  "  it "  interposes  his  stick,  and  so 
protects  the  ball.  Any  player  may  take  possession 
of  any  hole  which  he  finds  unguarded,  and  whoever  is 
without  a  hole  is  "  it."  If  the  one  who  is  "  it  "  suc- 
ceeds in  striking  the  stake  with  the  can,  all  the  other 
players  run  and  touch  the  goal,  and  then  run  back  to 
secure  their  holes.  The  one  who  was  "  it,"  mean- 
while, takes  one  of  the  holes  for  himself.  Whoever 
is  left  without  a  hole  becomes  "  it  "  and  starts  a  new 
game.  All  rolling  and  attacking  and  defending  the 
ball  must  be  done  with  the  stick,  and  the  point  must 
never  be  raised  above  the  waist  line.  Two  faults  in 
this  put  the  player  out  of  the  game. 

Variation :  Centre  BalL  In  place  of  a  stake  or  nine 
pin  a  hole  is  dug  or  a  chalk  circle  is  drawn,  in  which 
to  place  the  ball.  To  start  the  game  each  player 
takes  a  firm  grasp  of  one  end  of  his  stick  with  both 
hands,  and  puts  the  other  end  under  the  ball.  Then, 
at  a  given  signal,  all  the  players  raise  their  sticks  so 
as  to  toss  the  ball  into  the  air,  after  which  they  run 
to  put  their  sticks  into  the  holes  in  the  circle.  The 
player  who  is  left  without  a  hole  is  "it."  After  this 
the  game  proceeds  as  in  Stroke,  except  that,  when 
the  ball  is  rolled  into  the  centre  hole,  the  game  is 
ended. 


MISCELLANEOUS  AND  QUIET 
GAMES. 


/ 


nu    *  FOLLOW  THE  LEADER* 

Grade :  Upper  Primary,  Grammar. 
No.  of  Players :  6  to  60. 

The  players  form  in  a  line.  The  leader  marches, 
runs,  or  performs  any  gymnastic  movements,  and  all 
the  players  imitate  his  movements  exactly.  The 
game  ends  when  time  is  up. 


J22.    *  FEATHER  FLY. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  60. 
Apparatus :  Feather  or  thistle-down. 

The  players  join  hands  and  form  a  circle.  The 
teacher  begins  the  game  by  blowing  a  feather  into 
the  circle,  and  then  the  players  blow  to  keep  the 
feather  afloat.  In  doing  this  they  may  move  in  any 
direction,  but  they  may  not  unclasp  hands.  If  the 
feather  touches  any  player,  or  falls  to  the  ground  in 
front  of  him,  he  must  pay  a  forfeit. 


J*23)   *  OBSERVATION. 

Grade :  Upper  Primary,  Grammar,  High. 

No.  of  Players :  10  to  60. 

Apparatus:    20  objects;    paper  and   pencil  for  each 

player. 
Twenty  objects   are   placed  on  the  table.     Each 
player  in  turn  looks  at  them  half  a  minute,  and  then 


130 

goes  to  a  seat  from  which  he  cannot  see  the  table,  and 
writes  down  the  names  of  all  the  objects  he  can  re- 
member in  a  given  time.  The  one  who  writes  the 
greatest  number  correctly  wins  the  game. 


J24.    *I  SAY  STOOP. 
Grade :  Primary,  Lower  Grammar. 
No.  of  Players:  10  to  60. 

The  children  all  stand  in  the  aisles,  while  the 
teacher,  or  whoever  has  been  chosen  to  be  the  leader, 
stands  in  front,  facing  the  class.  Whenever  the 
teacher  says,  "  I  say  stoop  1  "  both  she  and  the  children 
stoop,  and  immediately  rise  again.  But  when  she  says, 
"  I  say  stand !  "  and  stoops  as  before,  the  children  re- 
main standing.  Those  who  make  a  mistake,  and  stoop 
when  the  teacher  stoops,  are  out  of  the  game,  or  must 
pay  a  forfeit. 

125.    *  CONTRARY. 

Grade :  Primary,  Lower  Grammar. 

No.  of  Players :  10  to  30. 

Apparatus :  Handkerchief  for  each  player. 

One  player  stands  in  the  centre,  and  the  other 
players  form  a  ring  round  him  by  taking  hold  of  the 
corners  of  the  handkerchiefs.  The  ring  moves  slowly 
about.  Suddenly  the  player  in  the  centre  calls  out 
either  "  Hold  fast  1  "  or  "  Let  go  1  "  If  he  says  "  Hold 
fast !  "  the  players  immediately  do  the  opposite,  and 
let  go  the  handkerchiefs,  so  that  they  all  fall  to  the 


i3i 

ground  at  the  same  time.  If  he  says  "  Let  go !  "  the 
players  keep  their  hold,  and  do  not  drop  the  handker- 
chiefs. Whoever  makes  a  mistake  must  pay  a  for- 
feit.   

126.    *  WEATHER  COCK. 

Grade:  Primary,  Grammar. 
No.  of  Players:  10  to  60. 

The  four  corners  of  the  room  represent  the  cardinal 
points  of  the  compass,  north,  south,  east,  and  west. 
One  player  is  chosen  to  be  the  wind.  The  other 
players  stand  scattered  about  the  room.  When  the 
wind  calls  "  North,"  they  turn  to  the  corner  that  rep- 
resents the  north.  When  he  calls  "  East,"  they  turn 
to  that  corner,  and  so  on.  The  wind  may  also  call 
"Variable,"  and  then  the  players  move  backwards 
and  forwards.  Or  he  may  say  "  Tempest,"  and  then 
they  turn  round  three  times.  A  player  who  fails  to 
obey  the  order  given  either  goes  out  of  the  game  or 
pays  a  forfeit. 

A  variation  may  be  introduced  by  making  the  play- 
ers turn  in  the  opposite  direction  from  the  one  named 
by  the  wind ;  for  instance,  if  the  wind  says  "  East," 
the  players  face  west. 

J27.    *  HANDS  UP.   ' 

Grade :  Primary,  Lower  Grammar. 
No.  of  Players:  10  to  60. 

One  player  stands  in  the  centre,  and  the  other 
players  form  a  ring  round  him.     Each  player  in  the 


132 

ring  holds  his  hands  up  in  front  of  him,  with  the  palms 
out.  The  child  in  the  centre  tries  to  slap  the  hand  of 
any  one  of  the  players,  but  they  all  drop  their  hands 
as  he  approaches.  If  he  succeeds,  he  changes  places 
with  the  player  whose  hand  he  has  slapped. 


128.    *  SITTING  TAG. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  60. 

The  players  are  seated  in  rows,  and  every  group  of 
two  adjacent  rows  plays  an  independent  game.  In 
each  group  one  player  is  chosen  to  be  the  Old  Man, 
and  stands  between  his  rows.  At  a  given  signal  all 
the  players  rise  quickly,  and  the  Old  Man  tries  to  tag 
them  before  they  can  sit  down  again.  Those  who  are 
tagged  must  remain  seated  until  every  one  has  been 
tagged,  or  until  the  time  limit  has  expired.  The  others, 
after  seating  themselves  to  avoid  being  tagged,  rise 
again  at  the  signal,  which  is  repeated.  Those  who  are 
not  tagged  at  the  end  of  the  time  are  the  winners  of 
the  game. 

129.    *  CHANGING  SEATS. 

Grade*.  Primary,  Grammar. 
No.  of  Players:  10  to  60. 

The  players  are  seated  in  the  school-room  so  as  to 
fill  every  seat  in  a  certain  number  of  rows.  Each 
group  of  two  adjacent  rows  forms  a  separate  unit  in 
the  game,  and  for  each  group  a  player  is  appointed 


133 

who  has  no  seat,  but  stands  in  the  aisle  between  the 
rows.  At  a  signal  from  the  teacher  the  players 
beckon  to  other  players  in  their  group,  and  change 
seats  as  rapidly  as  possible.  The  player  in  the  aisle 
attempts  to  secure  one  of  the  vacant  seats.  If  he 
succeeds,  the  player  who  is  left  without  a  seat  stands 
in  the  aisle,  and  the  game  is  repeated  as  before. 


J30.    *  KALEIDOSCOPE. 

Grade:  Grammar,  High. 
No.  of  Players:  10  to  60. 

Certain  of  the  players  are  named  after  colors,  and 
stand  in  a  row  across  the  front  of  the  room.  While 
the  other  players  close  their  eyes,  those  in  the  row 
change  places.  Then  some  one  is  called  on  to  name 
the  colors  in  their  new  positions.  If  it  is  preferred, 
the  player  who  is  first  called  on  may  name  only  one 
color,  and  other  players  may  be  asked  in  turn  to  name 
one  color  each.  When  all  the  colors  have  been 
named,  another  set  of  players  may  replace  them  in 
their  original  positions. 


m.    *HUNT  THE  KEY. 

Grade :  Upper  Primary,  Grammar. 
No.  of  Players:  10  to  30. 
Apparatus:  Twine;  key. 

A  key  is  hung  on  a  long  piece  of  twine.    The  play- 
ers form  a  ring,  hold  the  twine,  and  pass  the  key  back 


134 

and  forth,  keeping  their  hands  constantly  in  motion. 
One  player  stands  in  the  centre,  and  tries  to  discover 
who  has  the  key.  Occasionally  some  one  may  whistle 
on  the  key  to  show  where  it  is,  and  then  pass  it 
rapidly  on.  When  a  player  is  caught  with  the  key  in 
his  hands,  he  changes  places  with  the  player  in  the 
centre.  

132.    HUNT  THE  SLIPPER. 

Grade :  Primary. 

No.  of  Players:  10  to  30. 

Apparatus:  Slipper. 

The  players  sit  on  the  floor  in  a  circle,  with  their 
knees  raised,  and  with  the  girls  well  scattered  among 
the  boys,  so  that  their  dresses  may  hide  the  slipper. 
The  one  who  has  been  chosen  to  hunt  the  slipper  runs 
round  either  the  outside  or  the  inside  of  the  circle,  and 
tries  to  tag  the  person  who  has  it.  Meanwhile  the 
players  pass  it  back  and  forth  quickly  under  their 
knees.  Sometimes  they  throw  it  across  the  circle  and 
hide  it  again ;  and  sometimes,  when  the  one  who  is 
hunting  for  it  is  far  enough  away,  they  strike  it  three 
times  on  the  floor.  The  one  who  is  caught  with  the 
slipper  in  his  possession  has  to  hunt  for  it  in  the  next 
game.  

J33.    *  PILLOW  DEX. 

Grade :  Grammar,  High. 
No.  of  Players :  2  to  60. 
Apparatus :  Gas  ball,  feather,  or  thistle-down. 


135 

A  line  is  drawn  through  the  middle  of  a  table  to 
divide  it  into  two  courts.  The  players  choose  sides, 
and  the  sides  seat  themselves  opposite  each  other. 
Then  they  bat  a  gas  ball  or  blow  a  feather  or  a  thistle- 
down back  and  forth  across  the  line.  If  the  object 
batted  or  blown  falls  in  one  of  the  courts,  a  point  is 
scored  for  the  opposite  side.  If  it  falls  so  as  to  touch 
the  dividing  line,  neither  side  scores. 

If  the  game  is  played  in  the  school-room,  the  play- 
ers stand  in  the  aisles,  and  the  centre  aisle  or  the 
centre  row  of  desks  marks  the  division  between  the 
courts.  

\  34.    *SPIN  THE  COVER. 

Grade :  Grammar,  High. 
No.  of  Players:  10  to  30. 
Apparatus :  Cover  of  tin  or  wood. 

One  player  stands  in  the  centre,  and  the  rest  form 
a  circle  round  him.  The  player  in  the  centre  spins 
the  cover  on  the  floor,  and,  just  as  he  takes  his  hand 
from  the  cover,  calls  the  name  of  one  of  the  players. 
The  player  whose  name  has  been  called  must  run  and 
try  to  catch  the  cover  before  it  lies  on  the  floor.  If 
he  does  catch  it,  he,  in  turn,  spins  it ;  if  he  does  not, 
the  first  spinner  continues.  To  make  the  game  more 
difficult,  the  players  may  be  required  to  sit  or  to  kneel 
on  the  floor. 

If  it  is  preferred,  each  player  may  spin  the  cover 
whether  he  catches  it  or  not.  In  that  case  the  player 
who  fails  to  catch  it  pays  a  forfeit. 


136 


J35.    *  THREAD  THE  NEEDLE. 

Grade:  All. 

No.  of  Players:  10  to  60. 

Apparatus:  Needles  for  half  the  number  of  players; 
pieces  of  thread,  one  for  each  needle. 

The  players  are  arranged  in  two  lines  at  opposite 
sides  of  the  room.  Every  player  in  one  line  has  a 
needle,  and  every  player  in  the  other  has  a  piece  of 
thread.  At  a  given  signal  each  player  who  has  a 
thread  runs  to  the  player  directly  opposite  and  threads 
his  needle,  and  then  returns  to  his  own  place.  The 
player  who  is  quickest  scores  one  for  himself  and  his 
partner.  Then  the  thread  and  the  needles  are  ex- 
changed, so  that  those  who  at  first  had  needles  now 
have  thread.  With  the  parts  thus  reversed,  the  game 
is  repeated.  This  continues  until  the  time  limit  has 
expired.  The  partners  who  have  scored  most  fre- 
quently win  the  game. 

J36.    *  YOU'RE  "IT." 

Grade:  All. 

No.  of  Players :  1  o  to  30. 

One  player  is  chosen  to  be  "  it  "  and  stands  in  the 
centre,  while  the  other  players  form  a  circle  round 
him.  A  gymnastic  position  or  exercise  is  agreed 
upon  for  use  later  in  the  game.  Then  the  one  who  is 
"  it "  calls  out  the  name  of  some  one  in  the  circle,  and 
says,  "  You're  '  it ' :  one,  two,  three,  four,  five." 
Before  the  counting  is  finished,  the  one  whose  name 


137 

has  been  called  must  assume  the  position  or  perform 
the  exercise  previously  specified.  If  he  does  not  suc- 
ceed in  doing  this,  he  changes  places  with  the  one 
who  is  "  it."  

J37.    *  BEAST,  BIRD,  OR  FISH. 

Grade :  Upper  Primary,  Grammar,  High. 
No.  of  Players:  10  to  30. 
Apparatus :  Knotted  handkerchief. 

The  players  stand  or  sit  in  a  circle.  One  of  their 
number  takes  the  knotted  handkerchief  and  throws  it 
at  some  other  member  of  the  circle.  At  the  same 
time  he  calls  out,  "  Beast,  Bird,  or  Fish,"  immediately 
repeats  one  of  the  three  names,  and  then  begins  to 
count  aloud  to  ten.  Before  he  has  finished  counting, 
the  one  at  whom  the  handkerchief  has  been  thrown 
must  name  some  animal  that  comes  under  the  classi- 
fication which  the  first  player  repeated.  If,  for  in- 
stance, A  throws  the  handkerchief  at  B  and  says, 
"  Beast,  Bird,  or  Fish,  Fish  1  one,  two,  .  .  .  ten  1 " 
B  must  name  some  fish,  such  as  cod  or  mackerel, 
before  A  reaches  the  ten.  If  he  succeeds,  he  takes 
the  handkerchief  and  tosses  it  at  some  one  else.  But 
if  he  is  too  late  in  naming  his  animal,  or  if  he  names 
an  animal  that  comes  under  the  wrong  classification, 
or  if  he  names  an  animal  that  has  been  named  before, 
he  must  pay  a  forfeit.  The  game  may  also  be  played 
without  forfeits.  In  this  case  the  player  who  counts 
continues  throwing  until  some  one  fails.  The  one  who 
fails  then  takes  the  handkerchief. 


133 

J 
*38.    *  NEIGHBOR,  NEIGHBOR. 

Grade :  Primary,  Grammar. 
No.  of  Players :  6  to  30. 

The  players  stand  in  a  line  or  circle.  The  leader, 
A,  clasps  his  hands  under  his  knees  behind,  and  in 
this  position  hops  on  both  feet  up  to  some  one  in  the 
line,  with  whom  he  begins  the  following  conversa- 
tion :  — 

A.  "  Neighbor,  neighbor,  how  art  thee  ?  " 

B.  "  Pretty  well,  as  you  can  see." 

A.  "  How's  the  neighbor  next  to  thee  ?  " 

B.  "  I  don't  know,  but  I'll  go  see." 

B,  as  he  says  this,  takes  the  same  position  as  A, 
and  hops  in  the  same  manner  to  some  one  in  the  line, 
who  likewise,  at  the  end  of  the  conversation,  begins 
hopping.  A,  meanwhile,  keeps  on  and  goes  to  some 
one  else.  In  this  way  each  person  who  is  spoken  to 
hops  out  to  speak  to  some  one  else ;  and  each  player 
who  has  started  continues  hopping,  until  finally  there 
is  no  one  left  standing  in  the  line. 


J39.    *NOT  I,  SIR. 
Grade :  Grammar,  High. 
No.  of  Players:  10  to  20. 

The  players  stand  in  line,  and  are  numbered  in 
order.  One  is  chosen  to  be  teacher.  He  turns  to 
some  member  of  his  class,  and  this  conversation  takes 
place :  — 


139 

Teacher.  "  I  heard  something  about  you,  No.  2, 
sir." 

Pupil.  "  What,  sir,  me,  sir  ?  " 
Teacher.  "  Yes,  sir,  you,  sir." 
Pupil.  "  Not  I,  sir." 
Teacher.  "  Who,  then,  sir  ? " 
Pupil.  "  No.  5,  sir." 

No.  5  then  attempts  to  ask,  "What,  sir,  me,  sir?" 
before  the  teacher  can  say  "  No.  5  to  the  foot."  If 
he  succeeds,  the  dialogue  is  continued  as  before.  If  he 
fails,  he  goes  to  the  foot  of  the  class,  but  continues 
the  dialogue  with  the  teacher.  The  object  of  each 
player  in  the  game  is  to  be  head  of  the  class  when  the 
game  ends. 

J40.    *  SIMON  SAYS. 

Grade:  Primary,  Grammar. 
No.  of  Players:  10  to  60. 

The  members  of  the  class  stand  in  open  files  as  for 
gymnastic  work,  and  the  teacher  faces  them.  The 
teacher  performs  some  gymnastic  movement,  "arm 
extension  upward,"  for  instance ;  and  as  she  does  so 
she  calls  out,  "  Simon  says  '  Arms  upward  stretch,' " 
or  "  Simon  says  "  this  or  that,  whatever  the  movement 
may  be.  The  class  obey  Simon's  command.  If,  how- 
ever, the  teacher  omits  the  "  Simon  says  "  in  the  com- 
mand, the  class  do  not  perform  the  gymnastic  feat, 
even  if  the  teacher  does.  Any  one  who  fails  to  obey 
Simon's  commands  promptly,  or  who  obeys  commands 


140 

that  are  not  given  by  Simon,  must  go  out  of  the  game, 
or,  if  it  is  preferred,  pay  a  forfeit. 

Variations:  Grand  Mufti.  In  this  game  the 
teacher  says,  as  she  takes  the  movements,  either 
"  Thus  says  the  Grand  Mufti "  or  "  So  says  the  Grand 
Mufti."  When  "  thus  "  is  heard,  the  players  do  the 
movement ;  but,  when  "  so "  is  said,  they  remain 
motionless. 

Ducks  Fly.  The  teacher  calls  out  "  Ducks  fly," 
and  raises  his  arms  to  represent  flying.  The  players 
imitate  him.  He  continues,  naming  any  animals  he 
chooses  instead  of  ducks.  So  long  as  he  names  ani- 
mals that  can  fly,  the  players  continue  to  imitate  him  ; 
but  if  he  names  those  that  cannot  fly,  if,  for  instance, 
he  calls  out  "  Cats  fly,"  the  players  remain  motionless. 


J4J.    *  MERRY-GO-ROUND. 

Grade:  All. 

No.  of  Players:  10  to  60. 

Apparatus:    Stools,  or  chairs  without  arms,  one  for 
each  player. 

The  stools  are  placed  close  together  to  form  a  circle, 
and  all  the  players  seat  themselves  facing  inward,  ex- 
cept One  player,  who  stands  in  the  centre  and  tries  to 
secure  the  seat  that  has  been  left  vacant.  This  is 
difficult,  however,  because  the  players  on  the  stools 
keep  moving  to  the  right  from  one  stool  to  the  next, 
so  that  the  location  of   the  vacant  seat   constantly 


141 

changes.  When  the  player  in  the  centre  succeeds 
in  seating  himself,  the  player  at  his  left  goes  into 
the  centre.  The  direction  of  the  movement  may  be 
reversed,  and  all  the  players  change  to  the  left.  In 
that  case,  each  one  is  responsible  for  the  seat  at  his 
left  instead  of  for  that  at  his  right.  If  more  than 
thirty  are  playing,  it  is  better  to  have  two  vacant 
stools  and  two  players  in  the  centre. 


J42.    THIMBLE  RING. 

Grade:  Primary,  Grammar. 
No.  of  Players:  10  to  60. 
Apparatus:  Thimble. 

One  player  stands  in  the  centre,  and  the  others 
form  a  ring  round  him.  Each  player  in  the  ring 
grasps  with  his  left  hand  the  right  wrist  of  the  player 
at  his  left,  thus  leaving  the  right  hand  of  each  free. 
One  of  the  players,  however,  holds  the  thimble  in  his 
right  hand.     They  all  sing, — 

"  The  thimble  is  going, 
I  don't  know  where." 

As  they  sing,  each  player  places  his  right  hand  alter- 
nately in  the  hands  of  his  neighbors  to  right  and  left, 
using  a  swinging  motion,  and  pretending  to  pass  the 
thimble.  The  one  who  really  has  it  may  keep  it  or 
pass  it  on.  The  object  of  the  player  in  the  centre  is 
to  find  the  thimble,  and  the  object  of  those  in  the  ring 


142 

to  conceal  it.  The  song  they  sing  may  be  varied 
with 

"It's  first  over  here," 
or  with 

"  It's  over  there." 

When  the  player  in  the  centre  succeeds  in  finding  the 
thimble,  he  changes  places  with  the  one  who  was 
holding  it  when  it  was  discovered. 


J43.    *  HIDE  THE  THIMBLE. 

Grade :  Primary',  Grammar. 
No.  of  Players:  10  to  60. 
Apparatus:  Thimble. 

One  of  the  players  is  chosen  to  hide  the  thimble. 
He  may  either  put  it  in  some  unlikely  place,  where  it 
can  be,  but  probably  will  not  be,  seen,  or  he  may  put 
it  out  of  sight  entirely.  While  he  is  engaged  in  doing 
this,  the  other  players  either  blind  their  eyes  or  leave 
the  room.  When  the  signal  is  given,  they  begin  to 
hunt  for  the  thimble.  If  it  has  been  put  out  of  sight, 
the  one  who  hid  it  may  guide  them  by  saying 
"  Warm ! "  when  they  are  near  the  hiding-place, 
"  Warmer !  "  as  they  approach, "  Hot !  "  when  they  are 
very  near,  and  "  Cold !  "  when  they  have  moved  away. 
He  may  withhold  his  statements,  but  he  may  not  wil- 
fully mislead  by  them.  If  it  is  preferred,  music  may 
be  played  during  the  search.  Then,  when  any  one 
approaches  the  thimble,  the  music  grows  louder ;  and, 


143 

as  he  moves  away,  it  grows  fainter.  The  player  who 
first  finds  the  thimble  hides  it  in  the  next  game. 

Variation:     Huckle     Buckle     Bean    Stalk*     The 

thimble  must  be  hidden  where  it  can  be  seen  without 
having  to  move  anything,  and  yet  where  it  is  not 
likely  to  be  noticed.  It  may  be  placed,  for  instance, 
on  some  object  which  is  the  same  color.  When  a 
player  sees  the  thimble,  he  must  not  show  by  his  ac- 
tions where  it  is,  but  must  move  to  another  part  of 
the  room  as  though  still  looking  for  it,  and  finally  sit 
down,  saying  "  Huckle  Buckle  Bean  Stalk."  The 
game  continues  until  every  one  is  seated,  when  the 
player  who  first  found  the  thimble  hides  it  again. 


J44.    *  THANKSGIVING  DINNER. 

Grade :  Primary,  Grammar. 
No.  of  Players:  10  to  60. 

The  teacher  or  some  pupil  chosen  as  story-teller 
stands  in  the  front  of  the  room,  and  names  each  player 
after  something  that  may  be  eaten  at  a  Thanksgiving 
dinner.  Then  he  tells  a  story  about  Thanksgiving 
Day,  while  the  players  stand  in  the  aisles  between  the 
desks.  When  any  player  hears  his  name  mentioned, 
he  must  turn  once  in  his  place.  For  instance,  if  the 
story-teller  says,  "  The  large  turkey  was  put  into  the 
oven,"  those  who  are  named  "  turkey "  must  turn 
round.     When  the  words  "  Thanksgiving  dinner  "  are 


144 

used,  all  the  players  must  turn.  Any  one  who  fails 
to  turn  at  the  right  time  steps  out  to  one  side,  but  if 
he  wishes  may  continue  to  take  part  in  the  game. 


J45.    *  STAGE-COACH. 

Grade:  Grammar,  High. 

No.  of  Players:  10  to  60. 

Apparatus:  Chairs. 

The  chairs  are  arranged  in  a  circle,  and  all  the 
players  seat  themselves  except  one,  who  stands  in  the 
centre,  and  names  the  others  after  the  different  parts 
of  a  stage-coach  or  its  load.  He  may  have,  for  in- 
stance, horses,  harness,  whip,  wheel,  springs,  coach- 
man, old  lady,  parrot,  or  anything  of  the  sort.  If 
there  are  many  players,  he  may  group  five  or  more 
under  one  name.  When  he  has  finished  this  naming, 
he  begins  to  tell  a  story  about  a  ride  in  a  stage-coach. 
When  he  mentions  a  name  he  has  given  to  any  one, 
such  as  whip,  horn,  or  wheel,  the  player  who  has  been 
named  whip  or  horn  rises  and  turns  once  round 
in  his  place.  Whenever  the  story-teller  mentions  the 
stage-coach,  all  the  players  rise  and  turn  round.  And 
when  he  ends  his  story,  as  he  must,  with  the  words, 
"  The  stage-coach  upset,"  all  the  players  change  seats. 
Then  the  one  who  has  been  telling  the  story  tries  to 
secure  a  chair.  Whoever  is  left  standing  must  tell 
the  next  story. 

If  the  game  is  played  in  the  school-room,  the  story- 
teller stands  in  front  of  the  class,  and  the  pupils  sit 
at  their  desks. 


145 

Variation :  *  Gymnastic  Exhibition.  A  ring  is 
formed  by  drawing  chalk  circles,  one  less  than  the 
number  of  players,  at  intervals  of  two  steps.  A  story- 
teller is  chosen  and  stands  in  the  middle  of  the  ring. 
The  other  players  stand  in  the  circles,  and  are  named 
after  articles  and  apparatus  used  in  the  gymnasium. 
The  story-teller  then  describes  the  proceedings  at  a 
gymnastic  exhibition.  Each  player,  when  his  name 
is  mentioned  in  the  story,  performs  some  gymnastic 
feat  previously  agreed  upon,  such,  for  instance,  as 
turning  round  on  one  heel  or  jumping  to  a  deep  knee 
bend  position.  Finally,  when  the  story-teller  remarks, 
"and  the  audience  applauded,"  the  players  change 
places,  and  the  story-teller  tries  to  secure  one  of  the 
vacant  circles. 


146.    *  ANIMAL  GAME. 

Grade:  All. 

No.  of  Players:  10  to  60. 

Apparatus :  Pencil  and  paper  for  each  player ;  black- 
board. 

Each  player  is  given  a  pencil,  a  piece  of  blank  paper, 
and  a  second  paper  on  which  is  written  the  name  of 
an  animal.  These  latter  papers  are  folded  or  dis- 
tributed face  downward,  so  that  each  can  be  read  only 
by  the  person  who  receives  it.  One  player  after 
another  goes  to  the  blackboard,  and  draws  a  picture  of 
the  animal  named  on  his  paper.  He  is  allowed  only 
two  minutes  in  which  to  do  it.     When  he  has  finished, 


146 

the  other  players  write  down  what  they  think  to  be  the 
name  of  the  animal  he  has  drawn.  After  every 
player  has  had  his  turn,  the  correct  list  of  the  animals 
is  read.  The  player  who  has  the  largest  number  of 
names  right  wins  the  game. 

The  game  may  be  varied  by  having  each  player  in 
turn  come  to  the  front  of  the  room  and  represent  the 
animal  named  on  his  paper  by  acting,  instead  of  by 
drawing  on  the  blackboard. 


J47.    FAN  BALL. 

Grade :  Grammar,  High. 
No.  of  Players :  2  to  30. 

Apparatus :  2  palm-leaf  fans ;  2  sheets  of  paper,  one 
red,  the  other  blue. 

From  each  sheet  of  paper  three  circles  are  cut,  three 
and  a  half  inches  in  diameter,  and  slits  are  made  accord- 
ing to  the  diagrams  on  the  opposite  page.  The  circles 
are  numbered  to  correspond  to  the  diagrams.  Then 
circle  No.  1  is  taken  in  the  left  hand,  the  edges  are 
bent  together  slightly,  but  not  enough  to  crease  the 
paper,  and  the  whole  circle  is  slipped  through  the  slit 
ab.  The  slits  c  and  d  hold  it  in  place,  and  allow  it  to 
be  straightened  out  at  right  angles  with  circle  2.  The 
third  circle  is  then  slipped  down  over  circles  1  and 
2,  which  are  brought  together  and  bent  so  as  to  go 
through  easily.  The  first  two  circles  are  in  a  verti- 
cal plane  ;  and  the  third  circle  is  in  a  horizontal  plane, 


147 


bisecting  the  other  two.     The  slits  e ,  /,  g,  and  h  hold 

it  firm.     When  the  three   circles  are  in  place  and 

straightened  out,  a  paper  ball 

is   formed.     There   will  be 

two  balls,  one  red,  the  other 

blue. 

A  goal  is  made  at  each 
end  of  the  room  by  placing 
two  chairs  or  benches  a  yard 
apart.  A  chair  or  bench  is 
also  placed  at  an  equal  dis- 
tance from  each  goal,  in  the 
centre  of  the  room.  Sides 
are  chosen ;  and  the  red  ball 
and  a  fan  are  given  to  one 
side,  and  the  blue  ball  and  a 
fan  to  the  other.  Each  side 
then  takes,  possession  of  a 
goal,  and  sends  out  a  single 
player,  who  stands  in  front 
of  his  goal,  with  his  paper 
ball  before  him.  At  a  word 
of  command  from  the  um- 
pire, each  fans  his  ball  toward 
his  opponent's  goal.  The 
balls  must  go  between  the 
legs  of  the  chair  in  the  cen- 
tre of  the  room,  and  may  3 
not  be  touched,  but  must  be  propelled  wholly  by  the 
breeze  from  the  fan.     The  first  player  who  sends  his 


148 

ball  through  his  opponent's  goal  wins,  and  scores 
one  for  his  side.  Then  another  pair  of  players  con- 
tinues the  game.  When  all  have  played,  the  game  is 
ended,  and  the  side  with  the  larger  spore  is  the  winner. 


J48.    *  TRADES  AND  PROFESSIONS. 

Grade :  Grammar,  High. 
No.  of  Players:  10  to  60. 

The  players  divide  into  two  equal  parties,  one 
masters,  and  the  other  men.  The  aim  of  the 
masters  is  to  become  men,  that  of  the  men  to  remain 
men  as  long  as  possible.  The  men  consult  together 
secretly,  nominate  a  foreman,  and  choose  some  trade 
or  profession,  preferably  one  in  which  the  hands,  arms, 
or  legs  are  used  in  various  ways.  Meanwhile  the 
masters  may  seat  themselves  if  they  wish.  After  the 
trade  has  been  selected,  the  men  range  themselves 
in  a  line  opposite  the  masters,  and  the  foreman  gives 
the  first  and  the  last  letter  of  the  name  of  the  trade, 
as,  for  instance,  C  R  for  carpenter.  He  then  bids 
his  men  go  to  work  with  these  words :  — 

"  Now,  my  men,  the  work's  begun. 
No  more  speaking  till  it's  done." 

At  once  the  men  illustrate  in  pantomime  the  various 
labors  of  their  trade.  If  they  are  carpenters,  for  in- 
stance, they  measure  and  hammer  and  plane.  This 
continues  for  two  minutes.  Then  the  foreman  tells 
his  men  to  stop  working  and  demand  their  wages. 


• 


149 

Each  master  has  one  guess  as  to  what  the  name  of 
the  trade  is.  If  no  one  guesses  right,  the  foreman 
tells  the  name,  and  the  men  choose  another  trade  and 
act  it  out.  But,  if  any  of  the  masters  are  successful 
in  naming  the  trade,  the  masters  and  the  men  change 
places.  If  any  man  speaks  while  he  is  working,  or 
makes  any  motion  which  does  not  belong  to  the  trade 
he  is  representing,  his  whole  side  is  out  and  must 
change  places  with  the  masters.  The  game  may  be 
made  more  difficult  by  not  giving  the  initial  letters  of 
the  trade  selected. 


J49.    *  MUSICAL  INSTRUMENTS. 

Grade:  Grammar,  High. 
No.  of  Players:  10  to  60. 

The  players  sit  in  a  circle,  on  the  floor,  or  in  chairs, 
and  form  the  orchestra.  One  player,  who  is  the  con- 
ductor, stands  in  the  centre.  The  other  players 
decide  upon  a  tune,  and  select  the  instruments  they 
will  play.  Then  the  conductor  beats  time,  and  each 
player  imitates  as  well  as  he  can  the  sound  of  his  in- 
strument and  the  motion  used  in  playing  it.  Sud- 
denly the  conductor  turns  to  one  of  the  players,  asks, 
"What  is  the  matter  with  your  instrument  ?"  and 
immediately  counts  five.  Before  he  finishes  counting, 
the  player  who  has  been  questioned  must  begin  an 
answer  which  is  appropriate  to  his  instrument.  If  he 
has  a  violin,  he  may  say,  for  instance,  "  I  have  broken 
a  string,"  but  he  should  not  say,  "  The  reed  is  lost." 


150 

If  his  answer  is  inappropriate,  or  if  it  is  not  begun 
before  the  counting  stops,  he  must  change  places  with 
the  conductor. 

Whenever  the  conductor  claps  his  hands,  the  music 
must  stop,  and  the  players  must  remain  in  the  atti- 
tudes in  which  they  were  when  he  gave  the  signal. 
Any  one  who  fails  to  stop  humming,  or  who  changes 
his  position  before  the  signal  is  given  to  resume  the 
music,  must  change  places  with  the  conductor.  Ex- 
cept on  these  occasions  when  the  conductor  claps  his 
hands,  the  music  never  stops. 

If  it  is  preferred,  the  same  conductor  may  continue 
throughout  the  game,  and  the  person  who  fails  in  any 
of  the  requirements  of  the  game  may  pay  a  forfeit. 

Variation:  *The  Fiddling  Leader*  The  leader 
kneels  in  the  middle  of  the  circle,  and  chooses  the 
fiddle  as  his  instrument.  The  rest  of  the  players  take 
their  choice  among  the  other  musical  instruments. 
Then  the  leader  imitates  the  motions  used  in  playing 
a  fiddle,  and  the  other  players  imitate  the  motions 
used  in  playing  the  instruments  they  have  chosen. 
Suddenly  the  leader  changes,  and  begins  to  play  on 
one  of  their  instruments.  The  player  whose  instru- 
ment has  thus  been  taken  away  from  him  begins  to 
fiddle,  and  continues  to  do  so  until  the  leader  changes 
to  another  instrument  or  goes  back  to  his  fiddle.  The 
imitation  of  the  playing  must  be  done  in  vigorous 
pantomime. 


i5i 


J50.    PEGGY. 

Grade :  Grammar,  High. 

No.  of  Players :  2  to  20. 

Apparatus :  Stick  about  5  inches  long  and  1  inch  in 
diameter,  shaped  to  a  point  at  one  end;  larger  stick, 
about  2  feet  long ;  object  for  goal. 

One  player  stands  at  the  goal  with  the  large  stick  in 
his  hand,  throws  the  small  stick  into  the  air,  and  then 
with  the  large  stick  strikes  it  before  it  reaches  the 
ground,  as  he  might  strike  a  ball  with  a  bat.  Any 
player  may  pick  the  stick  up  from  the  spot  where  it 
falls,  and  throw  it  as  near  the  goal  as  possible.  But 
the  goal  player  tries  to  prevent  its  falling  near  there 
by  striking  at  it  again  with  the  large  stick.  Then 
from  where  it  lies  he  nips  it ;  that  is,  strikes  it  on 
one  end,  so  as  to  send  it  as  far  as  he  can  from  the 
goal.  He  follows  it,  and  nips  it  again,  and  then  a 
third  time.  After  that  any  player  may  pick  up  the 
stick  and  throw  it  toward  the  goal,  which  the  goal 
player  is  not  now  protecting.  If  it  falls  within  once 
the  length  of  the  longer  stick  from  the  goal,  the  goal 
player  is  out,  and  changes  places  with  the  thrower. 
If,  however,  the  distance  between  the  goal  and  the 
place  where  the  small  stick  fell  is  more  than  once  the 
length  of  the  longer  stick,  the  goal  player  records  the 
distance,  and  then,  starting  from  where  the  stick  lies, 
nips  three  times,  and  so  on  as  before.  When  the  sum 
of  his  score  amounts  to  fifteen  times  the  length  of  the 
longer  stick,  he  is  out,  and  the  next  player  has  a  turn. 


ALPHABETICAL   INDEX. 


Games.                                 Grade.  No.  of  Players.  Page. 

♦All  Up All  6  to  60  115 

•Animal  Blind  Man's  Buff. 

see  Blind  Man's  Buff. 

•Animal  Game     ....     All  10  to  60  145 
Arch  Ball,  set  Medicine  Ball. 

V'^Tag |^SghG"m}  '°<°3°  ««• 

Ball  and  Bases     ....    Grammar,  High  6  to  20  58 

Ball  Drill Grammar,  High  2  to  60  4 

Ball  Hit High  8  to  20  42 

Ball  Puss,  see  Puss  in  the  Corner. 

Ball  Stand Grammar,  High  6  to  60  44 

•Ball  Tag,  see  Guess  Ball. 

Baste  the  Bear     ....    Grammar,  High  5  to  20  102 

•Bean  Bags  in  a  Circle           All  10  to  60  11 

•Bean  Bag  over  the  Head,    Grammar,  High  10  to  25  17 

•Bean  Bag  Target    .     .    .  J  %£££%&  }  .0  .0  60  .6 

Bears  and  Cattle      ...    All  10  to  60  98 

•b— >■*«**  •  {&e£!hSI  .0.030  .37 

•Beetle  Goes  Round    .     .    All  10  to  30  103 

•Birds {  m^mary«  Gram-  }  ioto6o  93 

Black  and  White      ...    All  10  to  60  99 

«£     BUnd  Man',  Bag     .     .      {  &£  H^h }  » >«  *>  B 

♦Blind  Man's  Buff  with  a  (  Upper  Primary,  )  6 

Wand (  Grammar,  High  )  •* 

Bombardment      ....    Grammar,  High  10  to  60  37 

Boston  Ball High  1 8  59 


154 

Games.                               Grade.  No.  of  Players.      Pace. 

Bound  Ball Grammar,  High  10  to  30  28 

Boundary  Ball     .    .    .    .  j  ^^  Gram-  \  10  to  60  29 

Bowl  Ball Grammar,  High  6  to  30  36 

Box  Ball Grammar,  High  10  to  20  16 

♦Call  Tag,  see  Steps. 

♦Calling  Names  .    .     .     .  \  5*2"n£ta"*  (  10  to  60  15 

0                               I  Grammar            )  J 

Captain  Ball Grammar,  High  14  to  30  53 

♦Cat  and  Mice     .    .    .    .{8E&1**}  6to6°  * 

♦Cat  and  Rat j  J***  Gram"  j  io  to  30  85 

Catch  Ball,  see  Drop  Ball. 

Catch  of  Fish Grammar,  High  10  to  60  99 

Centre  Ball,  see  Stroke. 

•C»«r«  BMe {  J^S  i  .»  »  »  * 

Centre  Stride  Ball    .     .    .     Grammar,  High  10  to  60  33 

♦Changing  Seats      ...  J  m^nary'  Gram"  }  10  to  60  132 

Chase  Bail Grammar,  High  {fe^}       9 

*<*cle  Ball {  ^maT^  }  '**>*> 

♦Circle  Catch  Ball,  see 

Touch  Ball. 
♦Clasp  Tag,  see  Tag. 

w {SSK,1"*'}  -'»«•  -3° 

Corner  Ball Grammar,  High  10  to  30  31 

♦Criss-cross     .....     Grammar,  High  4  to  60  13 

Cross  Tag,  see  Tag. 

♦Crossing  the  Brook    .     .  j  %£££*"«  |  4  to  60  92 

Curtain  Ball Grammar,  High  10  to  60  49 

Cushion  Dance    ....     All  6  to  30  94 

Dare  Base Grammar,  High  10  to  60  117 

♦Dead  Ball Upper  Primary  10  to  60  19 

♦Derby  Jig Primary,  Grammar      2  to  60  no 

Dodge  Ball All  20  to  60  24 


155 


Games.                               Grade.  No.  of  P layer t. 

Double  Pass Grammar,  High         it  to  60 

Drop  Ball All  10  to  60 

*Drop  the  Handkerchief  .    All  10  to  30 

Duck  on  the  Rock  .     .     .    Grammar  6  to  20 
*Ducks  Fly,  see  Simon  Says. 
Eenie,  Weenie,  Coxie,  Wanie,  see  Tag. 

End-to-end  Bean  Bag 


English  Stool  Ball 

•Exchange  Tag   . 
Fan  Ball     .     .     . 


♦Feather  Fly  .     .     . 
•Follow  the  Leader 
French  Blind  Man's  Buff, 
•French  Blind  Man's  Buff 
in  School-room . 

•Flower  Girl   .     .     . 


Flying  Target 
•Garden  Scamp  . 
German  Ball  Game 

Going  to  Jerusalem 


(  Upper  Primary,! 
I  Grammar,  High  J 
(  Upper  Gram-  ) 
J  mar,  High  ) 

{  Primary,  Gram-  ) 
j  mar  J 

Grammar,  High 

(  Primary,  Gram-  ) 

(  mar  J 

Upper  Primary 

Grammar,  High 

All 

(  Primary,  Lower  \ 
'  i  Grammar  J 

•     High 
Grammar 
Grammar,  High 
(  Upper  Primary,  ) 
, '  (  Grammar,  High  ) 
Going  to  Jerusalem  in  Gymnasium,  see  above 
•Going  to  Jerusalem  in  School-room,  see  above. 
•Grand  Mufti,  see  Simon  Says. 

•Guess  Ball Grammar,  High 

Gymnastic  Exhibition, 
see  Stage-coach. 

Haley  Over Grammar,  High 

Hand  Foot-ball    ....     Grammar,  High 

•HandsUp (Primary,   Lower) 

F  I  Grammar  J 

Hanging  Cats      ....     Grammar,  High 
•Have  you  seen  my  Sheep?  j  maf    ™*  "  \ 

•Herr  Slap  Jack      .     .     .     All 


10  to  60 

5  to  20 

10  to  60 

2  to  30 

10  to  60 

6  to  60 
10  to  30 

12  to  60 
15  to  60 

10  to  40 
10  to  30 
10  to  30 

10  to  60 


10  to  25 


Page. 

5 
18 

67 
124 


14 

21 

80 
146 
129 
129 

74 

75 

104 

4i 
9* 
22 

70 


19 


10  to  60 

5o 

6  to  16 

30 

10  to  60 

131 

10  to  60 

116 

10  to  30 

92 

10  to  30 

68 

i56 


Gamtt. 


Grade. 


{  Primary,  Gram- 

'  j  mar 


* 


*Hide  the  Thimble 

Hill  Dill All 

Hoppers Grammar,  High 

Hopping  Bases    ....     Grammar,  High 
♦Huckle  Buckle  Bean  Stalk, 
see  *Hide  the  Thimble. 

Hunt  the  Fox      .     .     .     .  J  Primary»  Gram- 1 

|  mar  ) 

♦Hunt  the  Key    .     .     . 

Hunt  the  Slipper  .  . 
*Hurly-burly  Bean  Bag 
Iron  Tag,  see  Tag. 

♦i  saw \  Primary-  ^wer  I 

(  Grammar  ) 

"^a-P \lpZ^w'T\ 

I  Spy 

♦Jacob  and  Rachel  .     . 

♦Japanese  Tag,  see  Tag. 

Jump  the  Shot    .    .     . 

♦Kaleidoscope  .  .  . 
Kick-ov«r  Ball     .     .     . 

Lame  Fox  and  Chickens 


j  Upper  Primary,  ) 
'  i  Grammar  J 

.     Primary 
.     Grammar,  High 


(  Upper  Primary,  ) 
}  Grammar  J 


(  Upper  Primary,  ) 
'  (  Grammar,  High  ) 

(  Primary,  Gram-  ) 
'  }  mar,  High  ) 

.    Grammar,  High 
.     Grammar,  High 

(  Upper  Primary,  "> 
'  (  Grammar  / 

Last  Couple  Out,  see  Widower. 

Lawn  Bowls Grammar,  High 

Line  Ball  Stand,  see  Ball  Stand. 

Line  Tag,  see  Tag. 

X^dcLoo    .     .    .  .{g^™H?h} 

♦Mail  Man  .    .     . 
Master  of  the  Ring 
♦Medicine  Ball     . 
♦Merry-go-round 
Mount  Ball      .     . 


No.  of  Players. 

io  to  6o 

io  to  6o 

io  to  30 

2  to  60 


10  to  30 

10  to  30 

10  to  30 
10  to  60 


10  to  60 
10  to  60 
10  to  60 
16  to  30 

10  to  60 

10  to  60 
10  to  30 

16  to  60 

4  tO  20 

10  to  60 


Page. 

142 

86 
III 
III 


107 

133 

134 
96 


67 

130 

106 

84 

"3 

133 
27 

86 

2S 


Grammar,  High 

10  to  30 

76 

Grammar,  High 

2  to  60 

112 

All 

6  to  60 

34 

All 

10  to  60 

140 

Grammar 

4  to  60 

46 

157 

Garnet.  Gradt. 

♦Musical  Instruments  .     .     Grammar,  High 

♦Neighbor,  Neighbor    .     .  j  mJ°ary'  Gram"  \ 

Nine  Pins Grammar 

♦Not  I,  Sir Grammar,  High 

♦Observation i  Upper  Primary,  ) 

\  Grammar,  High  \ 
Old  Sow,  see  Stroke. 

One-legged  Foot-ball    .     .     Grammar,  High 
♦One-legged  Relay  Race  .     All 

Peggy Grammar,  High 

Pillar  Ball Grammar,  High 

♦Pillow  Dex Grammar,  High 

♦Preliminary  Ball     .    .     .  j  ^^J?™*'  } 

Prison  Goal Grammar,  High 

Prisoner's  Base    ....  Grammar,  High 

Puss  in  the  Comer  .     .     .  All 

♦Relay  Bean  Bag  Race     .  Grammar,  High 

•Relay  Flag  Race    .     .     ■  fc^™' } 

Relay  Races  for  the  Gym-  /  *,. 

nasium ) 

Relievo,  see  Yards  Off  .     . 

Roll  Ball Grammar,  High 

Save  Yourself  if  You  Can,  j  Primary«  Gram'  } 
(  mar  ) 

•School-rcon,  Tag    .     .    .S^ghGram'l 

Scouts Grammar,  High 

*Sc*p.or {gSK^SS} 

♦Secret  Tag,  see  Tag. 

-e.          -  (  Primary,  Gram-  ) 

♦Simon  Says {  mar  } 

•Sitting  Tag jmrary'Gram"} 

Slow  Poison,  see  Cushion  Dance. 

♦Spin  the  Cover  ....     Grammar,  High 

♦Stage-coach Grammar,  High 


No.  of  Players. 

Page. 

10  to  60 

M9 

6  to  30 

138 

20  to  60 

I05 

10  to  20 

138 

10  to  60 

129 

10  to  60 

30 

10  to  60 

1 10 

2  tO  20 

151 

8  to  40 

39 

2  tO  60 

134 

10  to  60 

3 

10  to  60 

121 

10  to  60 

120 

10  to  30 

90 

10  to  60 

97 

10  to  60 

81 

4  to  60 

"3 

2  to  20 

26 

10  to  60 

89 

10  to  60 

80 

6  to  60 

118 

10  to  60 

87 

10  to  60 

>39 

10  to  60 

*32 

10  to  30 

135 

10  to  60 

U4 

158 

Games.                                  Grade.  No.  cf  Players.  Page. 

Stealing  Sticks    ....     Grammar,  High  10  to  60  122 

Steeple  Chase      ....     All  4  to  20  101 

•Steps All  10  to  25  71 

««"-« -{SELETSB}  »«•* 

Stone Grammar  10  to  30  83 

Stool  Ball Grammar,  High  10  to  30  20 

♦Stoop  Tag,  see  Tag. 
Strike  the  Gong,  see  Steps. 

String  Ball Grammar,  High  2  to  20  38 

Stroke,  or  Old  Sow      .     .     High  5  to  10  125 

Swedish  Fox  and  Geese   .     Grammar,  High  10  to  30  102 

•Tag All  6  to  60  77 

♦Tag  the  Wall  Relay  Race,  j  ^^ZTyt  Gram"  }  10  to  60  81 

Target  Ball Grammar,  High  10  to  25  23 

♦Teacher  and  Class      .     .     All  10  to  60  12 

♦Thanksgiving  Dinner .     .  j  ^mary'  Gram*  }  10  to  60  143 

♦The  Belled  Cat       .     .     .     Grammar,  High  16  to  30  84 

♦The    Farmer   and   the      j  Primary,  Gram-  \  2  to  60  10 

Crow (  mar  J 

♦The  Fiddling  Leader, 

see  Musical  Instruments. 

Thimble  Ring      .    .     .     .  {  J^5"7'  GlZm'  \  10  to  60  141 

♦Thread  the  Needle      .     .     All  10  to  60  136 

♦Three  Deep Grammar,  High  20  to  60  108 

♦Time  Ball I  Primary,  Gram- )  fc 

I  mar  ) 

♦Tommy  Tiddler's                  Primary,  Gram-  )  &  g2 

Ground (  mar  J 

Touch  Ball Grammar,  High  10  to  60  35 

♦Trades  and  Professions  .     Grammar,  High  10  to  60  148 

Twelve  O'clock  at  Night  .  j  *£?**•  Gram'  [  6  to  60  88 

Vis-a-vis Grammar,  High  20  to  60 .  89 

Volley  Ball High  2  to  30  51 

War High  10  to  60  47 


159 

Garnet.  GrtuU. 

Weathercock }  ™"WB*  Gram'  [ 

(  mar  ) 

Widower,  or  Last  Couple 

Oat  \  UPPer  Primarv'  I 

uul ]  Grammar,  High  ) 

Wolf All 

Yards  off,  or  Relievo   .    .  {  ^^  Gram;  | 

♦You're  "It"       .     .     .     .     All 

Zigzag  Ball Grammar,  High 


N».  o/Playtrt. 

Pag*. 

10  to  60 

131 

10  to  60 

95 

6  to  30 

119 

6  to  30 

106 

10  to  30 
6  to  60 

136 
7 

94  14 


oJL 


This  book  is  DUE  on  the Jast  date  stamped  below 


OEC  3  W*    ' 


jM» 


fti^ 


iw 


MAR  9     1938 
21  1«Wft 

\ 

MOV  £8l£ 

MAY  22 1839 

'  i.-9-t0m-5,'28 


JUL  3119* 


C. 


7'  T95T 

^AN  2  8  195« 
REC'U  UiH»tU 

UPR    81967 

RECEIVED 

WMAIN  LOAN  pESK 

OCT  2  8  1964 

P  M. 

|4I5>4 

4 


SOUTH  F-&* 
IW  /  \/Fft  Q  l  tv  ■  HBHHHBBHSHBSSSBi 


Lit 


A    001342180    5 


Q  v 

4g  3 


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